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