2
0
Эх сурвалжийг харах

All battle effects now use time-based timings

Ivan Savenko 2 жил өмнө
parent
commit
d34efaeb81

+ 4 - 5
client/battle/BattleAnimationClasses.cpp

@@ -364,7 +364,7 @@ bool MovementAnimation::init()
 	Point begPosition = owner.stacksController->getStackPositionAtHex(prevHex, stack);
 	Point endPosition = owner.stacksController->getStackPositionAtHex(nextHex, stack);
 
-	timeToMove = AnimationControls::getMovementDuration(stack->getCreature());
+	progressPerSecond = AnimationControls::getMovementDistance(stack->getCreature());
 
 	begX = begPosition.x;
 	begY = begPosition.y;
@@ -375,8 +375,7 @@ bool MovementAnimation::init()
 	if (stack->hasBonus(Selector::type()(Bonus::FLYING)))
 	{
 		float distance = static_cast<float>(sqrt(distanceX * distanceX + distanceY * distanceY));
-
-		timeToMove *= AnimationControls::getFlightDistance(stack->getCreature()) / distance;
+		progressPerSecond =  AnimationControls::getFlightDistance(stack->getCreature()) / distance;
 	}
 
 	return true;
@@ -384,7 +383,7 @@ bool MovementAnimation::init()
 
 void MovementAnimation::nextFrame()
 {
-	progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * timeToMove;
+	progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * progressPerSecond;
 
 	//moving instructions
 	myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
@@ -432,7 +431,7 @@ MovementAnimation::MovementAnimation(BattleInterface & owner, const CStack *stac
 	  curentMoveIndex(0),
 	  begX(0), begY(0),
 	  distanceX(0), distanceY(0),
-	  timeToMove(0.0),
+	  progressPerSecond(0.0),
 	  progress(0.0)
 {
 	logAnim->debug("Created MovementAnimation for %s", stack->getName());

+ 5 - 2
client/battle/BattleAnimationClasses.h

@@ -147,8 +147,11 @@ private:
 	double begX, begY; // starting position
 	double distanceX, distanceY; // full movement distance, may be negative if creture moves topleft
 
-	double timeToMove; // full length of movement animation
-	double progress; // range 0 -> 1, indicates move progrees. 0 = movement starts, 1 = move ends
+	/// progress gain per second
+	double progressPerSecond;
+
+	/// range 0 -> 1, indicates move progrees. 0 = movement starts, 1 = move ends
+	double progress;
 
 public:
 	bool init() override;

+ 1 - 1
client/battle/BattleInterface.cpp

@@ -521,7 +521,7 @@ void BattleInterface::displaySpellHit(const CSpell * spell, BattleHex destinatio
 void BattleInterface::setAnimSpeed(int set)
 {
 	Settings speed = settings.write["battle"]["animationSpeed"];
-	speed->Float() = float(set) / 100;
+	speed->Float() = float(set);
 }
 
 int BattleInterface::getAnimSpeed() const

+ 3 - 3
client/battle/BattleInterfaceClasses.cpp

@@ -438,13 +438,13 @@ BattleOptionsWindow::BattleOptionsWindow(BattleInterface & owner):
 
 	std::shared_ptr<CToggleButton> toggle;
 	toggle = std::make_shared<CToggleButton>(Point( 28, 225), "sysopb9.def", CGI->generaltexth->zelp[422]);
-	animSpeeds->addToggle(40, toggle);
+	animSpeeds->addToggle(1, toggle);
 
 	toggle = std::make_shared<CToggleButton>(Point( 92, 225), "sysob10.def", CGI->generaltexth->zelp[423]);
-	animSpeeds->addToggle(63, toggle);
+	animSpeeds->addToggle(2, toggle);
 
 	toggle = std::make_shared<CToggleButton>(Point(156, 225), "sysob11.def", CGI->generaltexth->zelp[424]);
-	animSpeeds->addToggle(100, toggle);
+	animSpeeds->addToggle(3, toggle);
 
 	animSpeeds->setSelected(owner.getAnimSpeed());
 

+ 11 - 7
client/battle/BattleProjectileController.cpp

@@ -77,7 +77,11 @@ void ProjectileAnimatedMissile::show(Canvas & canvas)
 
 void ProjectileCatapult::show(Canvas & canvas)
 {
-	auto image = animation->getImage(frameNum, 0, true);
+	frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
+	int frameCounter = std::floor(frameProgress);
+	int frameIndex = (frameCounter + 1) % animation->size(0);
+
+	auto image = animation->getImage(frameIndex, 0, true);
 
 	if(image)
 	{
@@ -86,8 +90,6 @@ void ProjectileCatapult::show(Canvas & canvas)
 		Point pos(posX, posY);
 
 		canvas.draw(image, pos);
-
-		frameNum = (frameNum + 1) % animation->size(0);
 	}
 
 	float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
@@ -294,13 +296,13 @@ void BattleProjectileController::createCatapultProjectile(const CStack * shooter
 	auto catapultProjectile       = new ProjectileCatapult();
 
 	catapultProjectile->animation = getProjectileImage(shooter);
-	catapultProjectile->frameNum  = 0;
 	catapultProjectile->progress  = 0;
 	catapultProjectile->speed     = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
 	catapultProjectile->from      = from;
 	catapultProjectile->dest      = dest;
 	catapultProjectile->shooterID = shooter->ID;
 	catapultProjectile->playing   = false;
+	catapultProjectile->frameProgress = 0.f;
 
 	projectiles.push_back(std::shared_ptr<ProjectileBase>(catapultProjectile));
 }
@@ -321,6 +323,7 @@ void BattleProjectileController::createProjectile(const CStack * shooter, Point
 		projectile.reset(rayProjectile);
 
 		rayProjectile->rayConfig = shooterInfo.animation.projectileRay;
+		rayProjectile->speed     = computeProjectileFlightTime(from, dest, AnimationControls::getRayProjectileSpeed());
 	}
 	else if (stackUsesMissileProjectile(shooter))
 	{
@@ -328,11 +331,12 @@ void BattleProjectileController::createProjectile(const CStack * shooter, Point
 		projectile.reset(missileProjectile);
 
 		missileProjectile->animation = getProjectileImage(shooter);
-		missileProjectile->reverse  = !owner.stacksController->facingRight(shooter);
-		missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
+		missileProjectile->reverse   = !owner.stacksController->facingRight(shooter);
+		missileProjectile->frameNum  = computeProjectileFrameID(from, dest, shooter);
+		missileProjectile->speed     = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
 	}
 
-	projectile->speed     = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
+
 	projectile->from      = from;
 	projectile->dest      = dest;
 	projectile->shooterID = shooter->ID;

+ 1 - 1
client/battle/BattleProjectileController.h

@@ -61,7 +61,7 @@ struct ProjectileCatapult : ProjectileBase
 	void show(Canvas & canvas) override;
 
 	std::shared_ptr<CAnimation> animation;
-	int frameNum;  // frame to display from projectile animation
+	float frameProgress;
 };
 
 /// Projectile for mages/evil eye - render ray expanding from origin position to destination

+ 35 - 19
client/battle/CreatureAnimation.cpp

@@ -56,20 +56,24 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
 	// possible new fields for creature format:
 	//split "Attack time" into "Shoot Time" and "Cast Time"
 
-	// a lot of arbitrary multipliers, mostly to make animation speed closer to H3
-	const float baseSpeed = 0.1f;
+	// base speed for all H3 animations is 10/20/30 frames per second (100/50/33 ms per frame)
+	const float baseSpeed = 10.f;
 	const float speedMult = static_cast<float>(settings["battle"]["animationSpeed"].Float());
-	const float speed = baseSpeed / speedMult;
+	const float speed = baseSpeed * speedMult;
 
 	switch (type)
 	{
 	case ECreatureAnimType::MOVING:
-		return static_cast<float>(speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type));
+		return speed / creature->animation.walkAnimationTime;
 
 	case ECreatureAnimType::MOUSEON:
 		return baseSpeed;
+
 	case ECreatureAnimType::HOLDING:
-		return static_cast<float>(baseSpeed * creature->animation.idleAnimationTime / anim->framesInGroup(type));
+			if ( creature->animation.idleAnimationTime > 0.01)
+				return speed / creature->animation.idleAnimationTime;
+			else
+				return 0.f;
 
 	case ECreatureAnimType::SHOOT_UP:
 	case ECreatureAnimType::SHOOT_FRONT:
@@ -80,7 +84,7 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
 	case ECreatureAnimType::CAST_DOWN:
 	case ECreatureAnimType::CAST_FRONT:
 	case ECreatureAnimType::CAST_UP:
-		return static_cast<float>(speed * 4 * creature->animation.attackAnimationTime / anim->framesInGroup(type));
+		return speed / creature->animation.attackAnimationTime;
 
 	// as strange as it looks like "attackAnimationTime" does not affects melee attacks
 	// necessary because length of these animations must be same for all creatures for synchronization
@@ -95,15 +99,15 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
 	case ECreatureAnimType::GROUP_ATTACK_DOWN:
 	case ECreatureAnimType::GROUP_ATTACK_FRONT:
 	case ECreatureAnimType::GROUP_ATTACK_UP:
-		return speed * 3 / anim->framesInGroup(type);
+		return speed;
 
 	case ECreatureAnimType::TURN_L:
 	case ECreatureAnimType::TURN_R:
-		return speed / 3;
+		return speed;
 
 	case ECreatureAnimType::MOVE_START:
 	case ECreatureAnimType::MOVE_END:
-		return speed / 3;
+		return speed;
 
 	case ECreatureAnimType::DEAD:
 	case ECreatureAnimType::DEAD_RANGED:
@@ -116,37 +120,51 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
 
 float AnimationControls::getProjectileSpeed()
 {
+	// H3 speed: 1250/2500/3750 pixels per second
+	return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 1250);
+}
+
+float AnimationControls::getRayProjectileSpeed()
+{
+	// H3 speed: 4000/8000/12000 pixels per second
 	return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4000);
 }
 
 float AnimationControls::getCatapultSpeed()
 {
-	return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 1000);
+	// H3 speed: 200/400/600 pixels per second
+	return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 200);
 }
 
 float AnimationControls::getSpellEffectSpeed()
 {
-	return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 30);
+	// H3 speed: 10/20/30 frames per second
+	return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 10);
 }
 
-float AnimationControls::getMovementDuration(const CCreature * creature)
+float AnimationControls::getMovementDistance(const CCreature * creature)
 {
-	return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4 / creature->animation.walkAnimationTime);
+	// H3 speed: 2/4/6 tiles per second
+	return static_cast<float>( 2.0 * settings["battle"]["animationSpeed"].Float() / creature->animation.walkAnimationTime);
 }
 
 float AnimationControls::getFlightDistance(const CCreature * creature)
 {
-	return static_cast<float>(creature->animation.flightAnimationDistance * 200);
+	// Note: for whatever reason, H3 uses "Walk Animation Time" here, even though "Flight Animation Distance" also exists
+	// H3 speed: 250/500/750 pixels per second
+	return static_cast<float>( 250.0 * settings["battle"]["animationSpeed"].Float() / creature->animation.walkAnimationTime);
 }
 
 float AnimationControls::getFadeInDuration()
 {
-	return 1.0f / settings["battle"]["animationSpeed"].Float();
+	// H3 speed: 500/250/166 ms
+	return 0.5f / settings["battle"]["animationSpeed"].Float();
 }
 
 float AnimationControls::getObstaclesSpeed()
 {
-	return 10.0;// does not seems to be affected by animaiton speed settings
+	// H3 speed: 20 frames per second, irregardless of speed setting.
+	return 20.f;
 }
 
 ECreatureAnimType CreatureAnimation::getType() const
@@ -407,7 +425,5 @@ void CreatureAnimation::pause()
 void CreatureAnimation::play()
 {
 	//logAnim->trace("Play %s group %d at %d:%d", name, static_cast<int>(getType()), pos.x, pos.y);
-    speed = 0;
-	if(speedController(this, type) != 0)
-		speed = 1 / speedController(this, type);
+	speed = speedController(this, type);
 }

+ 8 - 5
client/battle/CreatureAnimation.h

@@ -31,19 +31,22 @@ namespace AnimationControls
 	/// returns animation speed of specific group, taking in mind game setting (in frames per second)
 	float getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, ECreatureAnimType groupID);
 
-	/// returns how far projectile should move per second
+	/// returns how far projectile should move per second, in pixels per second
 	float getProjectileSpeed();
 
-	/// returns speed of catapult projectile, in pixels per second (horizontal axis only)
+	/// returns how far projectile should move per second, in pixels per second
+	float getRayProjectileSpeed();
+
+	/// returns speed of catapult projectile, in pixels per second, on a straight line, without parabola correction
 	float getCatapultSpeed();
 
 	/// returns speed of any spell effects, including any special effects like morale (in frames per second)
 	float getSpellEffectSpeed();
 
-	/// returns duration of full movement animation, in seconds. Needed to move animation on screen
-	float getMovementDuration(const CCreature * creature);
+	/// returns speed of movement animation across the screen, in tiles per second
+	float getMovementDistance(const CCreature * creature);
 
-	/// Returns distance on which flying creatures should during one animation loop
+	/// returns speed of movement animation across the screen, in pixels per seconds
 	float getFlightDistance(const CCreature * creature);
 
 	/// Returns total time for full fade-in effect on newly summoned creatures, in seconds

+ 4 - 4
config/battleEffects.json

@@ -85,28 +85,28 @@
 				"time" : 0.0
 			},
 			{
-				"time"  : 0.2, 
+				"time"  : 0.25, 
 				"red"   : [ 0.5, 0.0, 0.5, 0.4 ],
 				"green" : [ 0.0, 1.0, 0.0, 0.0 ],
 				"blue"  : [ 0.0, 0.0, 1.0, 0.0 ],
 				"alpha" : 1.0
 			},
 			{
-				"time"  : 0.4, 
+				"time"  : 0.5, 
 				"red"   : [ 0.6, 0.6, 0.6, 0.0 ],
 				"green" : [ 0.0, 0.5, 0.0, 0.0 ],
 				"blue"  : [ 0.0, 0.0, 0.5, 0.0 ],
 				"alpha" : 1.0
 			},
 			{
-				"time"  : 0.6, 
+				"time"  : 0.75, 
 				"red"   : [ 0.5, 0.0, 0.5, 0.4 ],
 				"green" : [ 0.0, 1.0, 0.0, 0.0 ],
 				"blue"  : [ 0.0, 0.0, 1.0, 0.0 ],
 				"alpha" : 1.0
 			},
 			{
-				"time" : 0.8,
+				"time" : 1.0,
 			},
 		],
 	}

+ 1 - 1
lib/CCreatureHandler.cpp

@@ -851,7 +851,7 @@ void CCreatureHandler::loadJsonAnimation(CCreature * cre, const JsonNode & graph
 	cre->animation.walkAnimationTime = animationTime["walk"].Float();
 	cre->animation.idleAnimationTime = animationTime["idle"].Float();
 	cre->animation.attackAnimationTime = animationTime["attack"].Float();
-	cre->animation.flightAnimationDistance = animationTime["flight"].Float(); //?
+	cre->animation.missileVelocityFactor = animationTime["missile"].Float();
 
 	const JsonNode & missile = graphics["missile"];
 	const JsonNode & offsets = missile["offset"];

+ 2 - 2
lib/CCreatureHandler.h

@@ -73,7 +73,7 @@ public:
 		};
 
 		double timeBetweenFidgets, idleAnimationTime,
-			   walkAnimationTime, attackAnimationTime, flightAnimationDistance;
+			   walkAnimationTime, attackAnimationTime, missileVelocityFactor;
 		int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
 		    upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
 
@@ -90,7 +90,7 @@ public:
 			h & idleAnimationTime;
 			h & walkAnimationTime;
 			h & attackAnimationTime;
-			h & flightAnimationDistance;
+			h & missileVelocityFactor;
 			h & upperRightMissleOffsetX;
 			h & rightMissleOffsetX;
 			h & lowerRightMissleOffsetX;