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+/*
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+ * CBattleProjectileController.cpp, part of VCMI engine
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+ *
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+ * Authors: listed in file AUTHORS in main folder
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+ *
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+ * License: GNU General Public License v2.0 or later
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+ * Full text of license available in license.txt file, in main folder
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+ *
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+ */
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+#include "StdInc.h"
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+#include "CBattleProjectileController.h"
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+#include "../gui/Geometries.h"
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+#include "../../lib/CStack.h"
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+#include "../../lib/mapObjects/CGTownInstance.h"
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+#include "../CGameInfo.h"
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+#include "../gui/CAnimation.h"
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+#include "CBattleInterface.h"
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+#include "CCreatureAnimation.h"
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+
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+CatapultProjectileInfo::CatapultProjectileInfo(const Point &from, const Point &dest)
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+{
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+ facA = 0.005; // seems to be constant
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+
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+ // system of 2 linear equations, solutions of which are missing coefficients
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+ // for quadratic equation a*x*x + b*x + c
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+ double eq[2][3] = {
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+ { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
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+ { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
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+ };
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+
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+ // solve system via determinants
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+ double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
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+ double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1];
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+ double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2];
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+
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+ facB = detB / det;
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+ facC = detC / det;
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+
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+ // make sure that parabola is correct e.g. passes through from and dest
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+ assert(fabs(calculateY(from.x) - from.y) < 1.0);
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+ assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
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+}
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+
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+double CatapultProjectileInfo::calculateY(double x)
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+{
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+ return facA *pow(x, 2.0) + facB *x + facC;
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+}
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+
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+CBattleProjectileController::CBattleProjectileController(CBattleInterface * owner):
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+ owner(owner)
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+{
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+
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+}
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+
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+void CBattleProjectileController::initStackProjectile(const CStack * stack)
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+{
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+ const CCreature * creature;//creature whose shots should be loaded
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+ if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
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+ creature = CGI->creh->objects[owner->siegeH->town->town->clientInfo.siegeShooter];
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+ else
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+ creature = stack->getCreature();
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+
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+ if (creature->animation.projectileRay.empty())
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+ {
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+ std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
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+ projectile->preload();
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+
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+ if(projectile->size(1) != 0)
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+ logAnim->error("Expected empty group 1 in stack projectile");
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+ else
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+ projectile->createFlippedGroup(0, 1);
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+
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+ idToProjectile[stack->getCreature()->idNumber] = projectile;
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+ }
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+ else
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+ {
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+ idToRay[stack->getCreature()->idNumber] = creature->animation.projectileRay;
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+ }
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+}
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+
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+
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+void CBattleProjectileController::showProjectiles(SDL_Surface *to)
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+{
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+ assert(to);
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+
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+ std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
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+ for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
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+ {
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+ // Check if projectile is already visible (shooter animation did the shot)
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+ if (!it->shotDone)
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+ {
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+ // frame we're waiting for is reached OR animation has already finished
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+ if (owner->creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
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+ owner->creAnims[it->stackID]->isShooting() == false)
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+ {
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+ //at this point projectile should become visible
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+ owner->creAnims[it->stackID]->pause(); // pause animation
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+ it->shotDone = true;
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+ }
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+ else
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+ continue; // wait...
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+ }
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+
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+ if (idToProjectile.count(it->creID))
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+ {
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+ size_t group = it->reverse ? 1 : 0;
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+ auto image = idToProjectile[it->creID]->getImage(it->frameNum, group, true);
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+
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+ if(image)
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+ {
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+ SDL_Rect dst;
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+ dst.h = image->height();
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+ dst.w = image->width();
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+ dst.x = static_cast<int>(it->x - dst.w / 2);
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+ dst.y = static_cast<int>(it->y - dst.h / 2);
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+
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+ image->draw(to, &dst, nullptr);
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+ }
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+ }
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+ if (idToRay.count(it->creID))
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+ {
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+ auto const & ray = idToRay[it->creID];
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+
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+ if (std::abs(it->dx) > std::abs(it->dy)) // draw in horizontal axis
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+ {
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+ int y1 = it->y0 - ray.size() / 2;
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+ int y2 = it->y - ray.size() / 2;
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+
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+ int x1 = it->x0;
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+ int x2 = it->x;
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+
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+ for (size_t i = 0; i < ray.size(); ++i)
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+ {
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+ SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1};
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+ SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2};
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+
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+ CSDL_Ext::drawLine(to, x1, y1 + i, x2, y2 + i, beginColor, endColor);
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+ }
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+ }
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+ else // draw in vertical axis
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+ {
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+ int x1 = it->x0 - ray.size() / 2;
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+ int x2 = it->x - ray.size() / 2;
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+
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+ int y1 = it->y0;
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+ int y2 = it->y;
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+
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+ for (size_t i = 0; i < ray.size(); ++i)
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+ {
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+ SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1};
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+ SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2};
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+
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+ CSDL_Ext::drawLine(to, x1 + i, y1, x2 + i, y2, beginColor, endColor);
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+ }
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+ }
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+ }
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+
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+ // Update projectile
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+ ++it->step;
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+ if (it->step > it->lastStep)
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+ {
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+ toBeDeleted.insert(toBeDeleted.end(), it);
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+ }
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+ else
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+ {
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+ if (it->catapultInfo)
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+ {
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+ // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
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+ it->x += it->dx;
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+ it->y = it->catapultInfo->calculateY(it->x);
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+
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+ ++(it->frameNum);
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+ it->frameNum %= idToProjectile[it->creID]->size(0);
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+ }
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+ else
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+ {
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+ // Normal projectile, just add the calculated "deltas" to the x and y positions.
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+ it->x += it->dx;
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+ it->y += it->dy;
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+ }
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+ }
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+ }
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+
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+ for (auto & elem : toBeDeleted)
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+ {
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+ // resume animation
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+ owner->creAnims[elem->stackID]->play();
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+ projectiles.erase(elem);
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+ }
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+}
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+
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+bool CBattleProjectileController::hasActiveProjectile(const CStack * stack)
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+{
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+ for(auto const & instance : projectiles)
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+ {
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+ if(instance.creID == stack->getCreature()->idNumber)
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+ {
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+ return true;
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+ }
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+ }
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+ return false;
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+}
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+
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+
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+void CBattleProjectileController::createProjectile(const CStack * shooter, const CStack * target, Point from, Point dest)
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+{
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+ // Get further info about the shooter e.g. relative pos of projectile to unit.
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+ // If the creature id is 149 then it's a arrow tower which has no additional info so get the
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+ // actual arrow tower shooter instead.
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+ const CCreature *shooterInfo = shooter->getCreature();
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+
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+ if(shooterInfo->idNumber == CreatureID::ARROW_TOWERS)
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+ {
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+ int creID = owner->siegeH->town->town->clientInfo.siegeShooter;
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+ shooterInfo = CGI->creh->operator[](creID);
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+ }
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+ if(!shooterInfo->animation.missleFrameAngles.size())
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+ logAnim->error("Mod error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Trying to use archer's data instead..."
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+ , shooterInfo->nameSing);
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+
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+ auto & angles = shooterInfo->animation.missleFrameAngles.size()
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+ ? shooterInfo->animation.missleFrameAngles
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+ : CGI->creh->operator[](CreatureID::ARCHER)->animation.missleFrameAngles;
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+
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+ // recalculate angle taking in account offsets
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+ //projectileAngle = atan2(fabs(destPos.y - spi.y), fabs(destPos.x - spi.x));
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+ //if(shooter->position < dest)
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+ // projectileAngle = -projectileAngle;
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+
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+ ProjectileInfo spi;
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+ spi.shotDone = false;
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+ spi.creID = shooter->getCreature()->idNumber;
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+ spi.stackID = shooter->ID;
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+ // reverse if creature is facing right OR this is non-existing stack that is not tower (war machines)
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+ spi.reverse = shooter ? !owner->creDir[shooter->ID] : shooter->getCreature()->idNumber != CreatureID::ARROW_TOWERS;
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+
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+ spi.step = 0;
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+ spi.frameNum = 0;
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+
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+ spi.x0 = from.x;
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+ spi.y0 = from.y;
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+
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+ spi.x = from.x;
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+ spi.y = from.y;
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+
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+ if (target)
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+ {
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+ double animSpeed = AnimationControls::getProjectileSpeed(); // flight speed of projectile
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+ double distanceSquared = (dest.x - spi.x) * (dest.x - spi.x) + (dest.y - spi.y) * (dest.y - spi.y);
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+ double distance = sqrt(distanceSquared);
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+ spi.lastStep = std::round(distance / animSpeed);
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+ if(spi.lastStep == 0)
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+ spi.lastStep = 1;
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+ spi.dx = (dest.x - spi.x) / spi.lastStep;
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+ spi.dy = (dest.y - spi.y) / spi.lastStep;
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+ }
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+ else
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+ {
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+ // Catapult attack
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+ spi.catapultInfo.reset(new CatapultProjectileInfo(Point((int)spi.x, (int)spi.y), dest));
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+
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+ double animSpeed = AnimationControls::getProjectileSpeed() / 10;
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+ spi.lastStep = static_cast<int>(std::abs((dest.x - spi.x) / animSpeed));
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+ spi.dx = animSpeed;
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+ spi.dy = 0;
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+
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+ auto img = idToProjectile[spi.creID]->getImage(0);
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+
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+ // Add explosion anim
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+ Point animPos(dest.x - 126 + img->width() / 2,
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+ dest.y - 105 + img->height() / 2);
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+
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+ //owner->addNewAnim( new CEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", animPos.x, animPos.y));
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+ }
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+ double pi = std::atan(1)*4;
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+
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+ //in some cases (known one: hero grants shooter bonus to unit) the shooter stack's projectile may not be properly initialized
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+ if (!idToProjectile.count(spi.creID) && !idToRay.count(spi.creID))
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+ initStackProjectile(shooter);
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+
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+ if (idToProjectile.count(spi.creID))
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+ {
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+ // only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used
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+ size_t maxFrame = std::min<size_t>(angles.size(), idToProjectile.at(spi.creID)->size(0));
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+
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+ assert(maxFrame > 0);
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+ double projectileAngle = atan2(fabs((double)dest.y - from.y), fabs((double)dest.x - from.x));
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+ //if(shooter->getPosition() < dest)
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+ // projectileAngle = -projectileAngle;
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+
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+ // values in angles array indicate position from which this frame was rendered, in degrees.
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+ // find frame that has closest angle to one that we need for this shot
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+ size_t bestID = 0;
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+ double bestDiff = fabs( angles[0] / 180 * pi - projectileAngle );
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+
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+ for (size_t i=1; i<maxFrame; i++)
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+ {
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+ double currentDiff = fabs( angles[i] / 180 * pi - projectileAngle );
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+ if (currentDiff < bestDiff)
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+ {
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+ bestID = i;
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+ bestDiff = currentDiff;
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+ }
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+ }
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+
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+ spi.frameNum = static_cast<int>(bestID);
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+ }
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+ else if (idToRay.count(spi.creID))
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+ {
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+ // no-op
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+ }
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+ else
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+ {
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+ logGlobal->error("Unable to find valid projectile for shooter %d", spi.creID);
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+ }
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+
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+ // Set projectile animation start delay which is specified in frames
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+ spi.animStartDelay = shooterInfo->animation.attackClimaxFrame;
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+ projectiles.push_back(spi);
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+}
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