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	- projectile blitting should be closer to original H3. But still not perfect.
- removed no longer needed field "projectile spins"
This commit is contained in:
		| @@ -717,12 +717,9 @@ bool CShootingAnimation::init() | ||||
|  | ||||
| 	// Create the projectile animation | ||||
|  | ||||
| 	double projectileAngle; //in radians; if positive, projectiles goes up | ||||
| 	double straightAngle = 0.2; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value) | ||||
| 	double projectileAngle = 0; | ||||
| 	int fromHex = shooter->position; | ||||
| 	projectileAngle = atan2(static_cast<double>(abs(dest - fromHex) / GameConstants::BFIELD_WIDTH), static_cast<double>(abs(dest - fromHex) % GameConstants::BFIELD_WIDTH)); | ||||
| 	if(fromHex < dest) | ||||
| 		projectileAngle = -projectileAngle; | ||||
|  | ||||
| 	// Get further info about the shooter e.g. relative pos of projectile to unit. | ||||
| 	// If the creature id is 149 then it's a arrow tower which has no additional info so get the | ||||
| @@ -737,42 +734,51 @@ bool CShootingAnimation::init() | ||||
| 	ProjectileInfo spi; | ||||
| 	spi.creID = shooter->getCreature()->idNumber; | ||||
| 	spi.stackID = shooter->ID; | ||||
| 	spi.reverse = !shooter->attackerOwned; | ||||
| 	// reverse if creature is facing right OR this is non-existing stack that is not tower (war machines) | ||||
| 	spi.reverse = attackingStack ? !owner->creDir[attackingStack->ID] : shooter->getCreature()->idNumber != CreatureID::ARROW_TOWERS ; | ||||
|  | ||||
| 	spi.step = 0; | ||||
| 	spi.frameNum = 0; | ||||
| 	spi.spin = shooterInfo->animation.projectileSpin; | ||||
| 	//spi.spin = shooterInfo->animation.projectileSpin; | ||||
|  | ||||
| 	Point xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner); | ||||
| 	Point xycoord; | ||||
| 	Point destcoord; | ||||
|  | ||||
|  | ||||
| 	// The "master" point where all projectile positions relate to. | ||||
| 	static const Point projectileOrigin(181, 252); | ||||
| 	// NOTE: two lines below return different positions (very notable with 2-hex creatures). Obtaining via creanims seems to be more precise | ||||
| 	xycoord = owner->creAnims[spi.stackID]->pos.topLeft(); | ||||
| 	//xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner); | ||||
|  | ||||
| 	if (attackedStack) | ||||
| 	{ | ||||
| 		destcoord = CClickableHex::getXYUnitAnim(dest, false, attackedStack, owner);  | ||||
| 		destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot | ||||
| 		destcoord.x += 225; destcoord.y += 225; //TODO: find a better place to shoot | ||||
|  | ||||
| 		double projectileAngle = atan2(fabs(static_cast<double>(destcoord.x - xycoord.x)), | ||||
| 		                               fabs(static_cast<double>(destcoord.y - xycoord.y))); | ||||
| 		if(fromHex < dest) | ||||
| 			projectileAngle = -projectileAngle; | ||||
|  | ||||
| 		// to properly translate coordinates when shooter is rotated | ||||
| 		int multiplier = spi.reverse ? -1 : 1; | ||||
|  | ||||
| 		// Calculate projectile start position. Offsets are read out of the CRANIM.TXT. | ||||
| 		if (projectileAngle > straightAngle) | ||||
| 		{ | ||||
| 			//upper shot | ||||
| 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->animation.upperRightMissleOffsetX; | ||||
| 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->animation.upperRightMissleOffsetY; | ||||
| 			spi.x = xycoord.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier; | ||||
| 			spi.y = xycoord.y + 265 + shooterInfo->animation.upperRightMissleOffsetY; | ||||
| 		} | ||||
| 		else if (projectileAngle < -straightAngle)  | ||||
| 		{ | ||||
| 			//lower shot | ||||
| 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->animation.lowerRightMissleOffsetX; | ||||
| 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->animation.lowerRightMissleOffsetY; | ||||
| 			spi.x = xycoord.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier; | ||||
| 			spi.y = xycoord.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY; | ||||
| 		} | ||||
| 		else  | ||||
| 		{ | ||||
| 			//straight shot | ||||
| 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->animation.rightMissleOffsetX; | ||||
| 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->animation.rightMissleOffsetY; | ||||
| 			spi.x = xycoord.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier; | ||||
| 			spi.y = xycoord.y + 265 + shooterInfo->animation.rightMissleOffsetY; | ||||
| 		} | ||||
|  | ||||
| 		double animSpeed = 23.0 * owner->getAnimSpeed(); // flight speed of projectile | ||||
| @@ -811,8 +817,8 @@ bool CShootingAnimation::init() | ||||
| 			spi.lastStep = static_cast<int>((spi.catapultInfo->toX - spi.catapultInfo->fromX) / animSpeed); | ||||
| 			spi.dx = animSpeed; | ||||
| 			spi.dy = 0; | ||||
| 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->animation.rightMissleOffsetX + 17.; | ||||
| 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->animation.rightMissleOffsetY + 10.; | ||||
| 			spi.x = xycoord.x + 225 + shooterInfo->animation.rightMissleOffsetX; | ||||
| 			spi.y = xycoord.y + 250 + shooterInfo->animation.rightMissleOffsetY; | ||||
|  | ||||
| 			// Add explosion anim | ||||
| 			int xEnd = static_cast<int>(spi.x + spi.lastStep * spi.dx); | ||||
| @@ -821,17 +827,31 @@ bool CShootingAnimation::init() | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	// Set starting frame | ||||
| 	if(spi.spin) | ||||
| 	auto & angles = shooterInfo->animation.missleFrameAngles; | ||||
| 	double pi = boost::math::constants::pi<double>(); | ||||
|  | ||||
| 	// only frames below maxFrame are usable: anything  higher is either no present or we don't know when it should be used | ||||
| 	size_t maxFrame = std::min<size_t>(angles.size(), owner->idToProjectile[spi.creID]->ourImages.size()); | ||||
|  | ||||
| 	assert(maxFrame > 0); | ||||
|  | ||||
| 	// values in angles array indicate position from which this frame was rendered, in degrees. | ||||
| 	// find frame that has closest angle to one that we need for this shot | ||||
| 	size_t bestID = 0; | ||||
| 	double bestDiff = fabs( angles[0] / 180 * pi - projectileAngle ); | ||||
|  | ||||
| 	for (size_t i=1; i<maxFrame; i++) | ||||
| 	{ | ||||
| 		spi.frameNum = 0; | ||||
| 	} | ||||
| 	else | ||||
| 	{ | ||||
| 		double pi = boost::math::constants::pi<double>(); | ||||
| 		spi.frameNum = static_cast<int>(((pi / 2.0 - projectileAngle) / (2.0 * pi) + 1/(static_cast<double>(2*(owner->idToProjectile[spi.creID]->ourImages.size()-1)))) * (owner->idToProjectile[spi.creID]->ourImages.size()-1)); | ||||
| 		double currentDiff = fabs( angles[i] / 180 * pi - projectileAngle ); | ||||
| 		if (currentDiff < bestDiff) | ||||
| 		{ | ||||
| 			bestID = i; | ||||
| 			bestDiff = currentDiff; | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	spi.frameNum = bestID; | ||||
|  | ||||
| 	// Set projectile animation start delay which is specified in frames | ||||
| 	spi.animStartDelay = shooterInfo->animation.attackClimaxFrame; | ||||
| 	owner->projectiles.push_back(spi); | ||||
|   | ||||
| @@ -183,7 +183,7 @@ struct ProjectileInfo | ||||
| 	int creID; //ID of creature that shot this projectile | ||||
| 	int stackID; //ID of stack | ||||
| 	int frameNum; //frame to display form projectile animation | ||||
| 	bool spin; //if true, frameNum will be increased | ||||
| 	//bool spin; //if true, frameNum will be increased | ||||
| 	int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit) | ||||
| 	bool reverse; //if true, projectile will be flipped by vertical asix | ||||
| 	CatapultProjectileInfo * catapultInfo; // holds info about the parabolic trajectory of the cannon | ||||
|   | ||||
| @@ -302,17 +302,6 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe | ||||
|  | ||||
| 			projectile = CDefHandler::giveDef(creature->animation.projectileImageName); | ||||
|  | ||||
| 			if(projectile->ourImages.size() > 2) //add symmetric images | ||||
| 			{ | ||||
| 				for(int k = projectile->ourImages.size()-2; k > 1; --k) | ||||
| 				{ | ||||
| 					Cimage ci; | ||||
| 					ci.bitmap = CSDL_Ext::rotate01(projectile->ourImages[k].bitmap); | ||||
| 					ci.groupNumber = 0; | ||||
| 					ci.imName = std::string(); | ||||
| 					projectile->ourImages.push_back(ci); | ||||
| 				} | ||||
| 			} | ||||
| 			for(size_t s = 0; s < projectile->ourImages.size(); ++s) //alpha transforming | ||||
| 			{ | ||||
| 				CSDL_Ext::alphaTransform(projectile->ourImages[s].bitmap); | ||||
| @@ -2456,8 +2445,8 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to) | ||||
| 		SDL_Rect dst; | ||||
| 		dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h; | ||||
| 		dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w; | ||||
| 		dst.x = it->x; | ||||
| 		dst.y = it->y; | ||||
| 		dst.x = it->x - dst.w / 2; | ||||
| 		dst.y = it->y - dst.h / 2; | ||||
|  | ||||
| 		// The equation below calculates the center pos of the canon, but we need the top left pos | ||||
| 		// of it for drawing | ||||
| @@ -2491,6 +2480,9 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to) | ||||
| 				// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c | ||||
| 				it->x += it->dx; | ||||
| 				it->y = it->catapultInfo->calculateY(it->x - this->pos.x) + this->pos.y; | ||||
|  | ||||
| 				++(it->frameNum); | ||||
| 				it->frameNum %= idToProjectile[it->creID]->ourImages.size(); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| @@ -2498,12 +2490,6 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to) | ||||
| 				it->x += it->dx; | ||||
| 				it->y += it->dy; | ||||
| 			} | ||||
|  | ||||
| 			if(it->spin) | ||||
| 			{ | ||||
| 				++(it->frameNum); | ||||
| 				it->frameNum %= idToProjectile[it->creID]->ourImages.size(); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| 	for(std::list< std::list<ProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it) | ||||
|   | ||||
| @@ -159,7 +159,7 @@ | ||||
| 			"animation": "CENCH.DEF", | ||||
| 			"missile" : | ||||
| 			{ | ||||
| 				"projectile": "SMBALX.DEF", | ||||
| 				"projectile": "CPRZEAX.DEF", | ||||
| 				"spinning": false | ||||
| 			} | ||||
| 		}, | ||||
|   | ||||
| @@ -193,7 +193,11 @@ | ||||
| 							"type":"array", | ||||
| 							"description": "Angles of missile images, should go from 90 to -90", | ||||
| 							"minItems" : 1, | ||||
| 							"items": { "type":"number" } | ||||
| 							"items": { | ||||
| 								"minimum" : -90, | ||||
| 								"maximum" :  90, | ||||
| 								"type":"number" | ||||
| 							} | ||||
| 						}, | ||||
| 						"offset": { | ||||
| 							"type":"object", | ||||
| @@ -207,10 +211,6 @@ | ||||
| 								"upperX":  { "type":"number" }, | ||||
| 								"upperY":  { "type":"number" } | ||||
| 							} | ||||
| 						}, | ||||
| 						"spinning": { | ||||
| 							"type":"boolean", | ||||
| 							"description": "Flying projectile spins. Has some requirements to .def file" | ||||
| 						} | ||||
| 					} | ||||
| 				}, | ||||
|   | ||||
| @@ -493,9 +493,7 @@ void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser & | ||||
| 	/////////////////////// | ||||
|  | ||||
| 	for(int jjj=0; jjj<12; ++jjj) | ||||
| 	{ | ||||
| 		unit.animation.missleFrameAngles[jjj] = parser.readNumber(); | ||||
| 	} | ||||
| 		unit.animation.missleFrameAngles.push_back(parser.readNumber()); | ||||
|  | ||||
| 	unit.animation.troopCountLocationOffset= parser.readNumber(); | ||||
| 	unit.animation.attackClimaxFrame = parser.readNumber(); | ||||
| @@ -570,11 +568,9 @@ CCreature * CCreatureHandler::loadCreature(const JsonNode & node) | ||||
| 	cre->animation.rightMissleOffsetY = offsets["middleY"].Float(); | ||||
| 	cre->animation.lowerRightMissleOffsetX = offsets["lowerX"].Float(); | ||||
| 	cre->animation.lowerRightMissleOffsetY = offsets["lowerY"].Float(); | ||||
| 	int i = 0; | ||||
| 	BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector()) | ||||
| 	{ | ||||
| 		cre->animation.missleFrameAngles[i++] = angle.Float(); | ||||
| 	} | ||||
|  | ||||
| 	cre->animation.missleFrameAngles = missile["frameAngles"].convertTo<std::vector<double>>(); | ||||
|  | ||||
| 	cre->advMapDef = graphics["map"].String(); | ||||
| 	cre->iconIndex = graphics["iconIndex"].Float(); | ||||
|  | ||||
| @@ -622,7 +618,7 @@ void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & c | ||||
| 		doubledCreatures.insert(creature->idNumber); | ||||
|  | ||||
| 	creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String(); | ||||
| 	creature->animation.projectileSpin = config["graphics"]["missile"]["spinning"].Bool(); | ||||
| 	//creature->animation.projectileSpin = config["graphics"]["missile"]["spinning"].Bool(); | ||||
|  | ||||
| 	creature->special = config["special"].Bool(); | ||||
|  | ||||
|   | ||||
| @@ -54,11 +54,11 @@ public: | ||||
| 		int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, | ||||
| 		    upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY; | ||||
|  | ||||
| 		double missleFrameAngles[12]; | ||||
| 		std::vector<double> missleFrameAngles; | ||||
| 		int troopCountLocationOffset, attackClimaxFrame; | ||||
|  | ||||
| 		std::string projectileImageName; | ||||
| 		bool projectileSpin; //if true, appropriate projectile is spinning during flight | ||||
| 		//bool projectileSpin; //if true, appropriate projectile is spinning during flight | ||||
|  | ||||
| 		template <typename Handler> void serialize(Handler &h, const int version) | ||||
| 		{ | ||||
| @@ -66,7 +66,7 @@ public: | ||||
| 			h & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX; | ||||
| 			h & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY; | ||||
| 			h & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame; | ||||
| 			h & projectileImageName & projectileSpin; | ||||
| 			h & projectileImageName; | ||||
| 		} | ||||
| 	} animation; | ||||
|  | ||||
|   | ||||
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