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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:
parent
655ade9a00
commit
619a07da03
@ -717,12 +717,9 @@ bool CShootingAnimation::init()
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// Create the projectile animation
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// Create the projectile animation
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double projectileAngle; //in radians; if positive, projectiles goes up
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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)
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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)
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double projectileAngle = 0;
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int fromHex = shooter->position;
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int fromHex = shooter->position;
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projectileAngle = atan2(static_cast<double>(abs(dest - fromHex) / GameConstants::BFIELD_WIDTH), static_cast<double>(abs(dest - fromHex) % GameConstants::BFIELD_WIDTH));
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if(fromHex < dest)
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projectileAngle = -projectileAngle;
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// Get further info about the shooter e.g. relative pos of projectile to unit.
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// Get further info about the shooter e.g. relative pos of projectile to unit.
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// If the creature id is 149 then it's a arrow tower which has no additional info so get the
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// If the creature id is 149 then it's a arrow tower which has no additional info so get the
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@ -737,42 +734,51 @@ bool CShootingAnimation::init()
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ProjectileInfo spi;
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ProjectileInfo spi;
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spi.creID = shooter->getCreature()->idNumber;
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spi.creID = shooter->getCreature()->idNumber;
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spi.stackID = shooter->ID;
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spi.stackID = shooter->ID;
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spi.reverse = !shooter->attackerOwned;
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// reverse if creature is facing right OR this is non-existing stack that is not tower (war machines)
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spi.reverse = attackingStack ? !owner->creDir[attackingStack->ID] : shooter->getCreature()->idNumber != CreatureID::ARROW_TOWERS ;
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spi.step = 0;
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spi.step = 0;
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spi.frameNum = 0;
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spi.frameNum = 0;
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spi.spin = shooterInfo->animation.projectileSpin;
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//spi.spin = shooterInfo->animation.projectileSpin;
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Point xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner);
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Point xycoord;
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Point destcoord;
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Point destcoord;
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// NOTE: two lines below return different positions (very notable with 2-hex creatures). Obtaining via creanims seems to be more precise
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// The "master" point where all projectile positions relate to.
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xycoord = owner->creAnims[spi.stackID]->pos.topLeft();
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static const Point projectileOrigin(181, 252);
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//xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner);
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if (attackedStack)
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if (attackedStack)
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{
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{
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destcoord = CClickableHex::getXYUnitAnim(dest, false, attackedStack, owner);
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destcoord = CClickableHex::getXYUnitAnim(dest, false, attackedStack, owner);
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destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot
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destcoord.x += 225; destcoord.y += 225; //TODO: find a better place to shoot
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double projectileAngle = atan2(fabs(static_cast<double>(destcoord.x - xycoord.x)),
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fabs(static_cast<double>(destcoord.y - xycoord.y)));
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if(fromHex < dest)
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projectileAngle = -projectileAngle;
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// to properly translate coordinates when shooter is rotated
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int multiplier = spi.reverse ? -1 : 1;
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// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
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// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
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if (projectileAngle > straightAngle)
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if (projectileAngle > straightAngle)
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{
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{
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//upper shot
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//upper shot
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spi.x = xycoord.x + projectileOrigin.x + shooterInfo->animation.upperRightMissleOffsetX;
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spi.x = xycoord.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
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spi.y = xycoord.y + projectileOrigin.y + shooterInfo->animation.upperRightMissleOffsetY;
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spi.y = xycoord.y + 265 + shooterInfo->animation.upperRightMissleOffsetY;
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}
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}
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else if (projectileAngle < -straightAngle)
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else if (projectileAngle < -straightAngle)
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{
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{
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//lower shot
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//lower shot
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spi.x = xycoord.x + projectileOrigin.x + shooterInfo->animation.lowerRightMissleOffsetX;
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spi.x = xycoord.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
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spi.y = xycoord.y + projectileOrigin.y + shooterInfo->animation.lowerRightMissleOffsetY;
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spi.y = xycoord.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY;
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}
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}
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else
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else
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{
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{
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//straight shot
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//straight shot
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spi.x = xycoord.x + projectileOrigin.x + shooterInfo->animation.rightMissleOffsetX;
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spi.x = xycoord.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
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spi.y = xycoord.y + projectileOrigin.y + shooterInfo->animation.rightMissleOffsetY;
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spi.y = xycoord.y + 265 + shooterInfo->animation.rightMissleOffsetY;
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}
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}
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double animSpeed = 23.0 * owner->getAnimSpeed(); // flight speed of projectile
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double animSpeed = 23.0 * owner->getAnimSpeed(); // flight speed of projectile
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@ -811,8 +817,8 @@ bool CShootingAnimation::init()
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spi.lastStep = static_cast<int>((spi.catapultInfo->toX - spi.catapultInfo->fromX) / animSpeed);
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spi.lastStep = static_cast<int>((spi.catapultInfo->toX - spi.catapultInfo->fromX) / animSpeed);
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spi.dx = animSpeed;
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spi.dx = animSpeed;
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spi.dy = 0;
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spi.dy = 0;
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spi.x = xycoord.x + projectileOrigin.x + shooterInfo->animation.rightMissleOffsetX + 17.;
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spi.x = xycoord.x + 225 + shooterInfo->animation.rightMissleOffsetX;
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spi.y = xycoord.y + projectileOrigin.y + shooterInfo->animation.rightMissleOffsetY + 10.;
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spi.y = xycoord.y + 250 + shooterInfo->animation.rightMissleOffsetY;
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// Add explosion anim
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// Add explosion anim
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int xEnd = static_cast<int>(spi.x + spi.lastStep * spi.dx);
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int xEnd = static_cast<int>(spi.x + spi.lastStep * spi.dx);
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@ -821,17 +827,31 @@ bool CShootingAnimation::init()
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}
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}
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}
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}
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// Set starting frame
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auto & angles = shooterInfo->animation.missleFrameAngles;
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if(spi.spin)
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double pi = boost::math::constants::pi<double>();
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// only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used
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size_t maxFrame = std::min<size_t>(angles.size(), owner->idToProjectile[spi.creID]->ourImages.size());
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assert(maxFrame > 0);
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// values in angles array indicate position from which this frame was rendered, in degrees.
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// find frame that has closest angle to one that we need for this shot
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size_t bestID = 0;
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double bestDiff = fabs( angles[0] / 180 * pi - projectileAngle );
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for (size_t i=1; i<maxFrame; i++)
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{
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{
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spi.frameNum = 0;
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double currentDiff = fabs( angles[i] / 180 * pi - projectileAngle );
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}
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if (currentDiff < bestDiff)
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else
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{
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{
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bestID = i;
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double pi = boost::math::constants::pi<double>();
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bestDiff = currentDiff;
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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));
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}
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}
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}
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spi.frameNum = bestID;
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// Set projectile animation start delay which is specified in frames
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// Set projectile animation start delay which is specified in frames
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spi.animStartDelay = shooterInfo->animation.attackClimaxFrame;
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spi.animStartDelay = shooterInfo->animation.attackClimaxFrame;
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owner->projectiles.push_back(spi);
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owner->projectiles.push_back(spi);
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@ -183,7 +183,7 @@ struct ProjectileInfo
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int creID; //ID of creature that shot this projectile
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int creID; //ID of creature that shot this projectile
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int stackID; //ID of stack
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int stackID; //ID of stack
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int frameNum; //frame to display form projectile animation
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int frameNum; //frame to display form projectile animation
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bool spin; //if true, frameNum will be increased
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//bool spin; //if true, frameNum will be increased
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int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
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int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
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bool reverse; //if true, projectile will be flipped by vertical asix
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bool reverse; //if true, projectile will be flipped by vertical asix
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CatapultProjectileInfo * catapultInfo; // holds info about the parabolic trajectory of the cannon
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CatapultProjectileInfo * catapultInfo; // holds info about the parabolic trajectory of the cannon
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@ -302,17 +302,6 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
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projectile = CDefHandler::giveDef(creature->animation.projectileImageName);
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projectile = CDefHandler::giveDef(creature->animation.projectileImageName);
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if(projectile->ourImages.size() > 2) //add symmetric images
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{
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for(int k = projectile->ourImages.size()-2; k > 1; --k)
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{
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Cimage ci;
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ci.bitmap = CSDL_Ext::rotate01(projectile->ourImages[k].bitmap);
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ci.groupNumber = 0;
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ci.imName = std::string();
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projectile->ourImages.push_back(ci);
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}
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}
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for(size_t s = 0; s < projectile->ourImages.size(); ++s) //alpha transforming
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for(size_t s = 0; s < projectile->ourImages.size(); ++s) //alpha transforming
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{
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{
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CSDL_Ext::alphaTransform(projectile->ourImages[s].bitmap);
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CSDL_Ext::alphaTransform(projectile->ourImages[s].bitmap);
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@ -2456,8 +2445,8 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to)
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SDL_Rect dst;
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SDL_Rect dst;
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dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;
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dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;
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dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
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dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
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dst.x = it->x;
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dst.x = it->x - dst.w / 2;
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dst.y = it->y;
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dst.y = it->y - dst.h / 2;
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// The equation below calculates the center pos of the canon, but we need the top left pos
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// The equation below calculates the center pos of the canon, but we need the top left pos
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// of it for drawing
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// of it for drawing
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@ -2491,6 +2480,9 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to)
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// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
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// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
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it->x += it->dx;
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it->x += it->dx;
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it->y = it->catapultInfo->calculateY(it->x - this->pos.x) + this->pos.y;
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it->y = it->catapultInfo->calculateY(it->x - this->pos.x) + this->pos.y;
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++(it->frameNum);
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it->frameNum %= idToProjectile[it->creID]->ourImages.size();
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}
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}
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else
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else
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{
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{
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@ -2498,12 +2490,6 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to)
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it->x += it->dx;
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it->x += it->dx;
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it->y += it->dy;
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it->y += it->dy;
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}
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}
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if(it->spin)
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{
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++(it->frameNum);
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it->frameNum %= idToProjectile[it->creID]->ourImages.size();
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}
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}
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}
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}
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}
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for(std::list< std::list<ProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
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for(std::list< std::list<ProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
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@ -159,7 +159,7 @@
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"animation": "CENCH.DEF",
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"animation": "CENCH.DEF",
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"missile" :
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"missile" :
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{
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{
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"projectile": "SMBALX.DEF",
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"projectile": "CPRZEAX.DEF",
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"spinning": false
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"spinning": false
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}
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}
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},
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},
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@ -193,7 +193,11 @@
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"type":"array",
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"type":"array",
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"description": "Angles of missile images, should go from 90 to -90",
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"description": "Angles of missile images, should go from 90 to -90",
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"minItems" : 1,
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"minItems" : 1,
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"items": { "type":"number" }
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"items": {
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"minimum" : -90,
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"maximum" : 90,
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"type":"number"
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}
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},
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},
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"offset": {
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"offset": {
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"type":"object",
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"type":"object",
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@ -207,10 +211,6 @@
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"upperX": { "type":"number" },
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"upperX": { "type":"number" },
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"upperY": { "type":"number" }
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"upperY": { "type":"number" }
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}
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}
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},
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"spinning": {
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"type":"boolean",
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"description": "Flying projectile spins. Has some requirements to .def file"
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}
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}
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}
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}
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},
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},
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@ -493,9 +493,7 @@ void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser &
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///////////////////////
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///////////////////////
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for(int jjj=0; jjj<12; ++jjj)
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for(int jjj=0; jjj<12; ++jjj)
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{
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unit.animation.missleFrameAngles.push_back(parser.readNumber());
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unit.animation.missleFrameAngles[jjj] = parser.readNumber();
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}
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unit.animation.troopCountLocationOffset= parser.readNumber();
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unit.animation.troopCountLocationOffset= parser.readNumber();
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unit.animation.attackClimaxFrame = parser.readNumber();
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unit.animation.attackClimaxFrame = parser.readNumber();
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@ -570,11 +568,9 @@ CCreature * CCreatureHandler::loadCreature(const JsonNode & node)
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cre->animation.rightMissleOffsetY = offsets["middleY"].Float();
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cre->animation.rightMissleOffsetY = offsets["middleY"].Float();
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cre->animation.lowerRightMissleOffsetX = offsets["lowerX"].Float();
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cre->animation.lowerRightMissleOffsetX = offsets["lowerX"].Float();
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cre->animation.lowerRightMissleOffsetY = offsets["lowerY"].Float();
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cre->animation.lowerRightMissleOffsetY = offsets["lowerY"].Float();
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int i = 0;
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BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector())
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cre->animation.missleFrameAngles = missile["frameAngles"].convertTo<std::vector<double>>();
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{
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cre->animation.missleFrameAngles[i++] = angle.Float();
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}
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cre->advMapDef = graphics["map"].String();
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cre->advMapDef = graphics["map"].String();
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cre->iconIndex = graphics["iconIndex"].Float();
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cre->iconIndex = graphics["iconIndex"].Float();
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@ -622,7 +618,7 @@ void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & c
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doubledCreatures.insert(creature->idNumber);
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doubledCreatures.insert(creature->idNumber);
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creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String();
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creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String();
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creature->animation.projectileSpin = config["graphics"]["missile"]["spinning"].Bool();
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//creature->animation.projectileSpin = config["graphics"]["missile"]["spinning"].Bool();
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creature->special = config["special"].Bool();
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creature->special = config["special"].Bool();
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@ -54,11 +54,11 @@ public:
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int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
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int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
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upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
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upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
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double missleFrameAngles[12];
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std::vector<double> missleFrameAngles;
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int troopCountLocationOffset, attackClimaxFrame;
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int troopCountLocationOffset, attackClimaxFrame;
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std::string projectileImageName;
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std::string projectileImageName;
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bool projectileSpin; //if true, appropriate projectile is spinning during flight
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//bool projectileSpin; //if true, appropriate projectile is spinning during flight
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template <typename Handler> void serialize(Handler &h, const int version)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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{
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@ -66,7 +66,7 @@ public:
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h & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX;
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h & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX;
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h & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY;
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h & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY;
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h & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
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h & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
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h & projectileImageName & projectileSpin;
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h & projectileImageName;
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}
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}
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} animation;
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} animation;
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