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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

- projectile blitting should be closer to original H3. But still not perfect.

- removed no longer needed field "projectile spins"
This commit is contained in:
Ivan Savenko 2013-04-04 13:18:38 +00:00
parent 655ade9a00
commit 619a07da03
7 changed files with 67 additions and 65 deletions

View File

@ -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);

View File

@ -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

View File

@ -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)

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@ -159,7 +159,7 @@
"animation": "CENCH.DEF",
"missile" :
{
"projectile": "SMBALX.DEF",
"projectile": "CPRZEAX.DEF",
"spinning": false
}
},

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@ -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"
}
}
},

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@ -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();

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@ -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;