bugfix for both progress and animation smoothness
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25450ebb85
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@ -389,7 +389,7 @@ void UnitAttackBoostEffectOriginator::saveGame(XmlNode *rootNode) {
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// =====================================================
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const float Unit::ANIMATION_SPEED_MULTIPLIER = 100000.f;
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const float Unit::PROGRESS_SPEED_MULTIPLIER = 100.f;
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const float Unit::PROGRESS_SPEED_MULTIPLIER = 100000.f;
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const int Unit::speedDivider= 100;
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const int Unit::maxDeadCount= 1000; //time in until the corpse disapears - should be about 40 seconds
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@ -1887,10 +1887,10 @@ const CommandType *Unit::computeCommandType(const Vec2i &pos, const Unit *target
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return commandType;
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}
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int Unit::getUpdateProgress() {
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int64 Unit::getUpdateProgress() {
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if(progress > PROGRESS_SPEED_MULTIPLIER) {
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char szBuf[8096]="";
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snprintf(szBuf,8096,"In [%s::%s Line: %d] ERROR: progress > %f, progress = [%d]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,PROGRESS_SPEED_MULTIPLIER,progress);
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snprintf(szBuf,8096,"In [%s::%s Line: %d] ERROR: progress > %f, progress = [" MG_I64_SPECIFIER "]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,PROGRESS_SPEED_MULTIPLIER,progress);
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throw megaglest_runtime_error(szBuf);
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}
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@ -1900,7 +1900,7 @@ int Unit::getUpdateProgress() {
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throw megaglest_runtime_error(szBuf);
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}
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int newProgress = progress;
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int64 newProgress = progress;
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if(currSkill->getClass() != scDie) {
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//speed
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int speed = currSkill->getTotalSpeed(&totalUpgrade);
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@ -1910,8 +1910,8 @@ int Unit::getUpdateProgress() {
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}
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//speed modifier
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int diagonalFactor = getDiagonalFactor();
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int heightFactor = getHeightFactor(PROGRESS_SPEED_MULTIPLIER);
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int64 diagonalFactor = getDiagonalFactor();
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int64 heightFactor = getHeightFactor(PROGRESS_SPEED_MULTIPLIER);
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//update progresses
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const Game *game = Renderer::getInstance().getGame();
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@ -1922,8 +1922,7 @@ int Unit::getUpdateProgress() {
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throw megaglest_runtime_error("game->getWorld() == NULL");
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}
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newProgress = getUpdatedProgress(progress,
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game->getWorld()->getUpdateFps(this->getFactionIndex()),
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newProgress = getUpdatedProgress(progress, GameConstants::updateFps,
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speed, diagonalFactor, heightFactor);
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}
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@ -1941,21 +1940,21 @@ bool Unit::needToUpdate() {
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return return_value;
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}
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int Unit::getDiagonalFactor() {
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int64 Unit::getDiagonalFactor() {
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//speed modifier
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int diagonalFactor= PROGRESS_SPEED_MULTIPLIER;
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int64 diagonalFactor= PROGRESS_SPEED_MULTIPLIER;
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if(currSkill->getClass() == scMove) {
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//if moving in diagonal move slower
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Vec2i dest= pos - lastPos;
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if(abs(dest.x) + abs(dest.y) == 2) {
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diagonalFactor = 71;
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diagonalFactor = 0.71f * PROGRESS_SPEED_MULTIPLIER;
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}
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}
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return diagonalFactor;
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}
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int Unit::getHeightFactor(float speedMultiplier) {
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int heightFactor = speedMultiplier;
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int64 Unit::getHeightFactor(float speedMultiplier) {
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int64 heightFactor = speedMultiplier;
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if(currSkill->getClass() == scMove) {
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//if moving to an higher cell move slower else move faster
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Cell *unitCell = map->getCell(pos);
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@ -1968,7 +1967,7 @@ int Unit::getHeightFactor(float speedMultiplier) {
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throw megaglest_runtime_error("targetCell == NULL");
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}
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int heightDiff= (truncateDecimal<float>(unitCell->getHeight() * speedMultiplier,2) -
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int64 heightDiff= (truncateDecimal<float>(unitCell->getHeight() * speedMultiplier,2) -
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truncateDecimal<float>(targetCell->getHeight() * speedMultiplier,2));
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heightFactor= clamp(speedMultiplier + heightDiff / (5.f * speedMultiplier), 0.2f * speedMultiplier, 5.f * speedMultiplier);
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}
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@ -1976,22 +1975,26 @@ int Unit::getHeightFactor(float speedMultiplier) {
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return heightFactor;
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}
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int Unit::getSpeedDenominator(int updateFPS) {
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int speedDenominator = (speedDivider * updateFPS) * PROGRESS_SPEED_MULTIPLIER;
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int64 Unit::getSpeedDenominator(int64 updateFPS) {
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int64 speedDenominator = (speedDivider * updateFPS) * PROGRESS_SPEED_MULTIPLIER;
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return speedDenominator;
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}
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int Unit::getUpdatedProgress(int currentProgress, int updateFPS, int speed,
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int diagonalFactor, int heightFactor) {
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int64 Unit::getUpdatedProgress(int64 currentProgress, int64 updateFPS, int64 speed,
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int64 diagonalFactor, int64 heightFactor) {
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int speedDenominator = getSpeedDenominator(updateFPS);
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int newProgress = currentProgress;
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int progressIncrease = ((speed * diagonalFactor * heightFactor) / speedDenominator);
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int64 speedDenominator = getSpeedDenominator(updateFPS);
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int64 newProgress = currentProgress;
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int64 progressIncrease = ((speed * diagonalFactor * heightFactor) / speedDenominator);
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// Ensure we increment at least a value of 1 of the action will be stuck infinitely
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if(speed > 0 && diagonalFactor > 0 && heightFactor > 0 && progressIncrease == 0) {
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progressIncrease = 1;
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}
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newProgress += progressIncrease;
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// if(currSkill->getClass() == scMove || (currSkill->getClass() == scStop && this->loadCount > 0)) {
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// printf("speedDenominator: " MG_I64_SPECIFIER " currentProgress: " MG_I64_SPECIFIER " speed: " MG_I64_SPECIFIER " diagonalFactor: " MG_I64_SPECIFIER " heightFactor: " MG_I64_SPECIFIER " progressIncrease: " MG_I64_SPECIFIER " newProgress: " MG_I64_SPECIFIER " TOP #: " MG_I64_SPECIFIER "\n",speedDenominator,currentProgress,speed,diagonalFactor,heightFactor,progressIncrease,newProgress,(speed * diagonalFactor * heightFactor));
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// }
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return newProgress;
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}
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@ -2246,15 +2249,15 @@ bool Unit::update() {
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}
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//speed modifier
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int diagonalFactor = getDiagonalFactor();
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int heightFactor = getHeightFactor(PROGRESS_SPEED_MULTIPLIER);
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int64 diagonalFactor = getDiagonalFactor();
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int64 heightFactor = getHeightFactor(PROGRESS_SPEED_MULTIPLIER);
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//update progresses
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this->lastAnimProgress= this->animProgress;
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const Game *game = Renderer::getInstance().getGame();
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progress = getUpdatedProgress(progress,
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game->getWorld()->getUpdateFps(this->getFactionIndex()),
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GameConstants::updateFps,
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speed, diagonalFactor, heightFactor);
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//printf("Test progress = %d for unit [%d - %s]\n",progress,id,getType()->getName().c_str());
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@ -2295,10 +2298,10 @@ bool Unit::update() {
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}
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}
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else {
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int heightFactor = getHeightFactor(ANIMATION_SPEED_MULTIPLIER);
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int speedDenominator = speedDivider *
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int64 heightFactor = getHeightFactor(ANIMATION_SPEED_MULTIPLIER);
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int64 speedDenominator = speedDivider *
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game->getWorld()->getUpdateFps(this->getFactionIndex());
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int progressIncrease = (currSkill->getAnimSpeed() * heightFactor) / speedDenominator;
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int64 progressIncrease = (currSkill->getAnimSpeed() * heightFactor) / speedDenominator;
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// Ensure we increment at least a value of 1 of the action will be stuck infinitely
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if(currSkill->getAnimSpeed() > 0 && heightFactor > 0 && progressIncrease == 0) {
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progressIncrease = 1;
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@ -3818,7 +3821,7 @@ void Unit::logSynchDataCommon(string file,int line,string source,bool threadedMo
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if(SystemFlags::getSystemSettingType(SystemFlags::debugWorldSynch).enabled == true) {
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char szBuf[8096]="";
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snprintf(szBuf,8096,
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"FrameCount [%d] Unit = %d [%s][%s] pos = %s, lastPos = %s, targetPos = %s, targetVec = %s, meetingPos = %s, progress [%d], progress2 [%d]\nUnit Path [%s]\n",
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"FrameCount [%d] Unit = %d [%s][%s] pos = %s, lastPos = %s, targetPos = %s, targetVec = %s, meetingPos = %s, progress [" MG_I64_SPECIFIER "], progress2 [%d]\nUnit Path [%s]\n",
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getFrameCount(),
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id,
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getFullName().c_str(),
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@ -4478,11 +4481,28 @@ Unit * Unit::loadGame(const XmlNode *rootNode, GameSettings *settings, Faction *
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// int deadCount;
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result->deadCount = unitNode->getAttribute("deadCount")->getIntValue();
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// float progress; //between 0 and 1
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try {
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result->progress = unitNode->getAttribute("progress")->getIntValue();
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}
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catch(const exception &ex) {
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result->progress = unitNode->getAttribute("progress")->getFloatValue();
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}
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// float lastAnimProgress; //between 0 and 1
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try {
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result->lastAnimProgress = unitNode->getAttribute("lastAnimProgress")->getIntValue();
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}
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catch(const exception &ex) {
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result->lastAnimProgress = unitNode->getAttribute("lastAnimProgress")->getFloatValue();
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}
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// float animProgress; //between 0 and 1
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try {
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result->animProgress = unitNode->getAttribute("animProgress")->getIntValue();
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}
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catch(const exception &ex) {
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result->animProgress = unitNode->getAttribute("animProgress")->getFloatValue();
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}
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// float highlight;
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result->highlight = unitNode->getAttribute("highlight")->getFloatValue();
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// int progress2;
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@ -349,9 +349,9 @@ private:
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int loadCount;
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int deadCount;
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//float progress; //between 0 and 1
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int progress; //between 0 and 1
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int lastAnimProgress; //between 0 and 1
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int animProgress; //between 0 and 1
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int64 progress; //between 0 and 1
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int64 lastAnimProgress; //between 0 and 1
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int64 animProgress; //between 0 and 1
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float highlight;
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int progress2;
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int kills;
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@ -734,10 +734,10 @@ public:
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std::string toString() const;
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bool needToUpdate();
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float getProgressAsFloat() const;
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int getUpdateProgress();
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int getDiagonalFactor();
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int getHeightFactor(float speedMultiplier=PROGRESS_SPEED_MULTIPLIER);
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int getSpeedDenominator(int updateFPS);
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int64 getUpdateProgress();
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int64 getDiagonalFactor();
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int64 getHeightFactor(float speedMultiplier=PROGRESS_SPEED_MULTIPLIER);
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int64 getSpeedDenominator(int64 updateFPS);
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bool isChangedActiveCommand() const { return changedActiveCommand; }
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bool isLastStuckFrameWithinCurrentFrameTolerance();
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@ -784,7 +784,7 @@ private:
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void morphAttackBoosts(Unit *unit);
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int getUpdatedProgress(int currentProgress, int updateFPS, int speed, int diagonalFactor, int heightFactor);
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int64 getUpdatedProgress(int64 currentProgress, int64 updateFPS, int64 speed, int64 diagonalFactor, int64 heightFactor);
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void logSynchDataCommon(string file,int line,string source="",bool threadedMode=false);
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void updateAttackBoostProgress(const Game* game);
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@ -232,6 +232,7 @@ void copyStringToBuffer(char *buffer, int bufferSize, const string& s);
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//numeric fcs
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int clamp(int value, int min, int max);
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float clamp(float value, float min, float max);
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int64 clamp(int64 value, int64 min, int64 max);
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float saturate(float value);
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int round(float f);
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@ -727,6 +727,16 @@ int clamp(int value, int min, int max){
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return value;
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}
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int64 clamp(int64 value, int64 min, int64 max){
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if (value<min){
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return min;
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}
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if (value>max){
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return max;
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}
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return value;
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}
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float clamp(float value, float min, float max){
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if (value<min){
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return min;
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