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Rev 75 Rev 81
Line 844... Line 844...
844
                     movement_maxheight *= 2.0f; // knights jump high
844
                     movement_maxheight *= 2.0f; // knights jump high
845
                  else if ((currentmove->part == PART_KING) && (movement_diffco == 2))
845
                  else if ((currentmove->part == PART_KING) && (movement_diffco == 2))
846
                     movement_maxheight *= 5.0f; // kings jump VERY high when castling too
846
                     movement_maxheight *= 5.0f; // kings jump VERY high when castling too
847
                  else if (movement_maxheight > 5.0f)
847
                  else if (movement_maxheight > 5.0f)
848
                     movement_maxheight = 5.0f; // all other parts just hover above the ground
848
                     movement_maxheight = 5.0f; // all other parts just hover above the ground
849
                  current_z = 0.04f + sin (MATH_PI * movement_ratio) * movement_maxheight;
849
                  current_z = 0.04f + (float) sin (MATH_PI * movement_ratio) * movement_maxheight;
850
 
850
 
851
                  // make this part move realistically
851
                  // make this part move realistically
852
                  Scene_AddPart (scene, boardslot->part, boardslot->color, current_x, current_y, current_z, 0.0f, (boardslot->color == COLOR_BLACK ? -1 : 1) * min (current_z * 3.0f, 10.0f));
852
                  Scene_AddPart (scene, boardslot->part, boardslot->color, current_x, current_y, current_z, 0.0f, (boardslot->color == COLOR_BLACK ? -1 : 1) * min (current_z * 3.0f, 10.0f));
853
               }
853
               }
854
               else
854
               else
Line 913... Line 913...
913
               current_x = source_x + (target_x - source_x) * movement_ratio;
913
               current_x = source_x + (target_x - source_x) * movement_ratio;
914
               current_y = source_y + (target_y - source_y) * movement_ratio;
914
               current_y = source_y + (target_y - source_y) * movement_ratio;
915
 
915
 
916
               // height is a sine positive, max height is proportional to travelled distance
916
               // height is a sine positive, max height is proportional to travelled distance
917
               movement_maxheight = 1.0f; // castling rook will barely hover above the ground
917
               movement_maxheight = 1.0f; // castling rook will barely hover above the ground
918
               current_z = 0.04f + sin (MATH_PI * movement_ratio) * movement_maxheight;
918
               current_z = 0.04f + (float) sin (MATH_PI * movement_ratio) * movement_maxheight;
919
 
919
 
920
               // make this part move realistically - do we want the 3D models or the flat icons ?
920
               // make this part move realistically - do we want the 3D models or the flat icons ?
921
               // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight
921
               // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight
922
               if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
922
               if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
923
                  Scene_AddPart (scene, boardslot->part, boardslot->color, current_x, current_y, current_z, 0.0f, (boardslot->color == COLOR_BLACK ? -1 : 1) * min (current_z * 3.0f, 10.0f));
923
                  Scene_AddPart (scene, boardslot->part, boardslot->color, current_x, current_y, current_z, 0.0f, (boardslot->color == COLOR_BLACK ? -1 : 1) * min (current_z * 3.0f, 10.0f));