better handling for out-of-sight ranged/boom anim
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@@ -127,10 +127,7 @@ terrain_screen_rects_t terrain_screen_rects() {
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to.offset(current_terrain_ul);
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rectangle in_frame = to;
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in_frame.top += 11;
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in_frame.left += 11;
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in_frame.bottom -= 11;
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in_frame.right -= 11;
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in_frame.inset(14, 14);
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return {from, to, in_frame};
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}
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@@ -360,10 +357,20 @@ 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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// Eliminate missiles traveling 0 distance
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bool can_see_origin = party_can_see(missile_origin) < 6;
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bool missile_flying = false;
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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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if((store_missiles[i].missile_type >= 0)){
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// Eliminate missiles traveling 0 distance
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if(missile_origin == store_missiles[i].dest){
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store_missiles[i].missile_type = -1;
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}
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// Eliminate missiles whose whole arc is out of view
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if(!can_see_origin && party_can_see(store_missiles[i].dest) == 6){
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store_missiles[i].missile_type = -1;
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missile_flying = true;
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}
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}
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}
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std::vector<location> missile_targets;
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@@ -376,7 +383,11 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num) {
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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.empty()){
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if(missile_flying)
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play_sound(-1 * sound_num);
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return;
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}
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if(missile_targets.size() == 1){
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tracking_missile = missile_indices[0];
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@@ -387,9 +398,14 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num) {
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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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if(can_see_origin){
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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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}else{
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// Can't see the origin, so showing the whole flight path when we don't have to is kind of a spoiler.
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center = camera_dest;
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}
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// make terrain_template contain current terrain all nicely
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draw_terrain(1);
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@@ -576,7 +592,7 @@ void do_explosion_anim(short /*sound_num*/,short special_draw, short snd) {
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draw_terrain(1);
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if(special_draw != 2) {
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auto ter_rects = terrain_screen_rects();
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rect_draw_some_item(terrain_screen_gworld().getTexture(),ter_rects.from,mainPtr(),ter_rects.to);
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rect_draw_some_item(terrain_screen_gworld().getTexture(),ter_rects.from,mainPtr(),ter_rects.to, ter_rects.in_frame);
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}
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TextStyle style;
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