sensible camera handling for ranged attacks

This commit is contained in:
2025-02-10 13:35:21 -06:00
parent f24283e0e2
commit 3188f2ed9b

View File

@@ -361,10 +361,37 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num) {
return;
}
if(std::all_of(store_missiles, store_missiles + 30, [](const store_missile_type& m) {
return m.missile_type == 0;
})) return;
// Eliminate missiles traveling 0 distance
for(short i = 0; i < 30; i++) {
if((store_missiles[i].missile_type >= 0) && (missile_origin == store_missiles[i].dest))
store_missiles[i].missile_type = -1;
}
std::vector<location> missile_targets;
std::vector<int> missile_indices;
int tracking_missile = -1;
location camera_dest;
for(short i = 0; i < 30; i++)
if(store_missiles[i].missile_type >= 0){
missile_indices.push_back(i);
missile_targets.push_back(store_missiles[i].dest);
}
if(missile_targets.empty()) return;
if(missile_targets.size() == 1){
tracking_missile = missile_indices[0];
camera_dest = between_anchor_points(missile_targets[0], missile_origin);
}else{
std::vector<location> dest_candidates = points_containing_most(missile_targets);
camera_dest = closest_point(dest_candidates, missile_origin);
tracking_missile = missile_indices[closest_point_idx(missile_targets, camera_dest)];
}
// Start the camera as close as possible to containing the origin and the camera destination
// on the same screen
center = between_anchor_points(missile_origin, camera_dest);
// make terrain_template contain current terrain all nicely
draw_terrain(1);
auto ter_rects = terrain_screen_rects();
@@ -372,12 +399,7 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num) {
mainPtr.setActive(false);
// init missile paths
for(short i = 0; i < 30; i++) {
if((store_missiles[i].missile_type >= 0) && (missile_origin == store_missiles[i].dest))
store_missiles[i].missile_type = -1;
}
screen_ul.x = center.x - 4; screen_ul.y = center.y - 4;
start_point.x = 13 + 14 + 28 * (short) (missile_origin.x - screen_ul.x);
start_point.y = 13 + 18 + 36 * (short) (missile_origin.y - screen_ul.y);
@@ -408,6 +430,9 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num) {
play_sound(-1 * sound_num);
sf::Texture& missiles_gworld = *ResMgr::graphics.get("missiles");
bool recentered = false;
int offset_x = 0;
int offset_y = 0;
// Now, at last, launch missile
for(short t = 0; t < num_steps; t++) {
draw_terrain();
@@ -418,6 +443,7 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num) {
temp_rect.offset(-8 + x2[i] + (x1[i] * t) / num_steps,
-8 + y2[i] + (y1[i] * t) / num_steps);
temp_rect.offset(current_terrain_ul);
temp_rect.offset(offset_x, offset_y);
// now adjust for different paths
if(store_missiles[i].path_type == 1)
@@ -425,6 +451,29 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num) {
missile_place_rect[i] = temp_rect;
// When the missile we're tracking goes off-screen, re-position the camera
if(tracking_missile == i && (missile_place_rect[i] & ter_rects.in_frame) != missile_place_rect[i] && !recentered){
location old_center = center;
center = camera_dest;
// TODO all blasts and missiles clip outside terrain window
// TODO why can't I make the text bar stay normal?
// Offset the missile trajectory for the new camera position
int dx = center.x - old_center.x;
int dy = center.y - old_center.y;
offset_x = -dx * 28;
offset_y = -dy * 36;
draw_terrain();
recentered = true;
// Redo this frame
i--;
continue;
}
// Now put in missile
if(store_missiles[i].missile_type < 1000) {
from_rect = missile_origin_rect[i];
@@ -456,6 +505,13 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num) {
mainPtr.display();
sf::sleep(sf::milliseconds(2 + 5 * get_int_pref("GameSpeed")));
}
// If tracking missile never left the screen, still recenter on a better impact point
// before the blasts happen
if(!recentered){
center = camera_dest;
draw_terrain();
}
// Exit gracefully, and clean up screen
for(short i = 0; i < 30; i++)