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							- /*
 
-  * BattleProjectileController.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "BattleProjectileController.h"
 
- #include "BattleInterface.h"
 
- #include "BattleSiegeController.h"
 
- #include "BattleStacksController.h"
 
- #include "CreatureAnimation.h"
 
- #include "../render/Canvas.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../CGameInfo.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- static double calculateCatapultParabolaY(const Point & from, const Point & dest, int x)
 
- {
 
- 	double facA = 0.005; // seems to be constant
 
- 	// system of 2 linear equations, solutions of which are missing coefficients
 
- 	// for quadratic equation a*x*x + b*x + c
 
- 	double eq[2][3] = {
 
- 		{ static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
 
- 		{ static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
 
- 	};
 
- 	// solve system via determinants
 
- 	double det  = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
 
- 	double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1];
 
- 	double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2];
 
- 	double facB = detB / det;
 
- 	double facC = detC / det;
 
- 	return facA *pow(x, 2.0) + facB *x + facC;
 
- }
 
- void ProjectileMissile::show(Canvas & canvas)
 
- {
 
- 	size_t group = reverse ? 1 : 0;
 
- 	auto image = animation->getImage(frameNum, group, true);
 
- 	if(image)
 
- 	{
 
- 		Point pos {
 
- 			vstd::lerp(from.x, dest.x, progress) - image->width() / 2,
 
- 			vstd::lerp(from.y, dest.y, progress) - image->height() / 2,
 
- 		};
 
- 		canvas.draw(image, pos);
 
- 	}
 
- 	float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
 
- 	progress += timePassed * speed;
 
- }
 
- void ProjectileAnimatedMissile::show(Canvas & canvas)
 
- {
 
- 	ProjectileMissile::show(canvas);
 
- 	frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
 
- 	size_t animationSize = animation->size(reverse ? 1 : 0);
 
- 	while (frameProgress > animationSize)
 
- 		frameProgress -= animationSize;
 
- 	frameNum = std::floor(frameProgress);
 
- }
 
- void ProjectileCatapult::show(Canvas & canvas)
 
- {
 
- 	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)
 
- 	{
 
- 		int posX = vstd::lerp(from.x, dest.x, progress);
 
- 		int posY = calculateCatapultParabolaY(from, dest, posX);
 
- 		Point pos(posX, posY);
 
- 		canvas.draw(image, pos);
 
- 	}
 
- 	float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
 
- 	progress += timePassed * speed;
 
- }
 
- void ProjectileRay::show(Canvas & canvas)
 
- {
 
- 	Point curr {
 
- 		vstd::lerp(from.x, dest.x, progress),
 
- 		vstd::lerp(from.y, dest.y, progress),
 
- 	};
 
- 	Point length = curr - from;
 
- 	//select axis to draw ray on, we want angle to be less than 45 degrees so individual sub-rays won't overlap each other
 
- 	if (std::abs(length.x) > std::abs(length.y)) // draw in horizontal axis
 
- 	{
 
- 		int y1 =  from.y - rayConfig.size() / 2;
 
- 		int y2 =  curr.y - rayConfig.size() / 2;
 
- 		int x1 = from.x;
 
- 		int x2 = curr.x;
 
- 		for (size_t i = 0; i < rayConfig.size(); ++i)
 
- 		{
 
- 			auto ray = rayConfig[i];
 
- 			canvas.drawLine(Point(x1, y1 + i), Point(x2, y2+i), ray.start, ray.end);
 
- 		}
 
- 	}
 
- 	else // draw in vertical axis
 
- 	{
 
- 		int x1 = from.x - rayConfig.size() / 2;
 
- 		int x2 = curr.x - rayConfig.size() / 2;
 
- 		int y1 = from.y;
 
- 		int y2 = curr.y;
 
- 		for (size_t i = 0; i < rayConfig.size(); ++i)
 
- 		{
 
- 			auto ray = rayConfig[i];
 
- 			canvas.drawLine(Point(x1 + i, y1), Point(x2 + i, y2), ray.start, ray.end);
 
- 		}
 
- 	}
 
- 	float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
 
- 	progress += timePassed * speed;
 
- }
 
- BattleProjectileController::BattleProjectileController(BattleInterface & owner):
 
- 	owner(owner)
 
- {}
 
- const CCreature & BattleProjectileController::getShooter(const CStack * stack) const
 
- {
 
- 	const CCreature * creature = stack->getCreature();
 
- 	if(creature->idNumber == CreatureID::ARROW_TOWERS)
 
- 		creature = owner.siegeController->getTurretCreature();
 
- 	if(creature->animation.missleFrameAngles.empty())
 
- 	{
 
- 		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...", creature->getNameSingularTranslated());
 
- 		creature = CGI->creh->objects[CreatureID::ARCHER];
 
- 	}
 
- 	return *creature;
 
- }
 
- bool BattleProjectileController::stackUsesRayProjectile(const CStack * stack) const
 
- {
 
- 	return !getShooter(stack).animation.projectileRay.empty();
 
- }
 
- bool BattleProjectileController::stackUsesMissileProjectile(const CStack * stack) const
 
- {
 
- 	return !getShooter(stack).animation.projectileImageName.empty();
 
- }
 
- void BattleProjectileController::initStackProjectile(const CStack * stack)
 
- {
 
- 	if (!stackUsesMissileProjectile(stack))
 
- 		return;
 
- 	const CCreature & creature = getShooter(stack);
 
- 	projectilesCache[creature.animation.projectileImageName] = createProjectileImage(creature.animation.projectileImageName);
 
- }
 
- std::shared_ptr<CAnimation> BattleProjectileController::createProjectileImage(const std::string & path )
 
- {
 
- 	std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(path);
 
- 	projectile->preload();
 
- 	if(projectile->size(1) != 0)
 
- 		logAnim->error("Expected empty group 1 in stack projectile");
 
- 	else
 
- 		projectile->createFlippedGroup(0, 1);
 
- 	return projectile;
 
- }
 
- std::shared_ptr<CAnimation> BattleProjectileController::getProjectileImage(const CStack * stack)
 
- {
 
- 	const CCreature & creature = getShooter(stack);
 
- 	std::string imageName = creature.animation.projectileImageName;
 
- 	if (!projectilesCache.count(imageName))
 
- 		initStackProjectile(stack);
 
- 	return projectilesCache[imageName];
 
- }
 
- void BattleProjectileController::emitStackProjectile(const CStack * stack)
 
- {
 
- 	int stackID = stack ? stack->ID : -1;
 
- 	for (auto projectile : projectiles)
 
- 	{
 
- 		if ( !projectile->playing && projectile->shooterID == stackID)
 
- 		{
 
- 			projectile->playing = true;
 
- 			return;
 
- 		}
 
- 	}
 
- }
 
- void BattleProjectileController::showProjectiles(Canvas & canvas)
 
- {
 
- 	for ( auto projectile: projectiles)
 
- 	{
 
- 		if ( projectile->playing )
 
- 			projectile->show(canvas);
 
- 	}
 
- 	vstd::erase_if(projectiles, [&](const std::shared_ptr<ProjectileBase> & projectile){
 
- 		return projectile->progress > 1.0f;
 
- 	});
 
- }
 
- bool BattleProjectileController::hasActiveProjectile(const CStack * stack, bool emittedOnly) const
 
- {
 
- 	int stackID = stack ? stack->ID : -1;
 
- 	for(auto const & instance : projectiles)
 
- 	{
 
- 		if(instance->shooterID == stackID && (instance->playing || !emittedOnly))
 
- 		{
 
- 			return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- float BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
 
- {
 
- 	float distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
 
- 	float distance = sqrt(distanceSquared);
 
- 	assert(distance > 1.f);
 
- 	return animSpeed / std::max( 1.f, distance);
 
- }
 
- int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
 
- {
 
- 	const CCreature & creature = getShooter(stack);
 
- 	auto & angles = creature.animation.missleFrameAngles;
 
- 	auto animation = getProjectileImage(stack);
 
- 	// only frames below maxFrame are usable: anything  higher is either no present or we don't know when it should be used
 
- 	size_t maxFrame = std::min<size_t>(angles.size(), animation->size(0));
 
- 	assert(maxFrame > 0);
 
- 	double projectileAngle = -atan2(dest.y - from.y, std::abs(dest.x - from.x));
 
- 	// values in angles array indicate position from which this frame was rendered, in degrees.
 
- 	// possible range is 90 ... -90, where projectile for +90 will be used for shooting upwards, +0 for shots towards right and -90 for downwards shots
 
- 	// find frame that has closest angle to one that we need for this shot
 
- 	int bestID = 0;
 
- 	double bestDiff = fabs( angles[0] / 180 * M_PI - projectileAngle );
 
- 	for (int i=1; i<maxFrame; i++)
 
- 	{
 
- 		double currentDiff = fabs( angles[i] / 180 * M_PI - projectileAngle );
 
- 		if (currentDiff < bestDiff)
 
- 		{
 
- 			bestID = i;
 
- 			bestDiff = currentDiff;
 
- 		}
 
- 	}
 
- 	return bestID;
 
- }
 
- void BattleProjectileController::createCatapultProjectile(const CStack * shooter, Point from, Point dest)
 
- {
 
- 	auto catapultProjectile       = new ProjectileCatapult();
 
- 	catapultProjectile->animation = getProjectileImage(shooter);
 
- 	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));
 
- }
 
- void BattleProjectileController::createProjectile(const CStack * shooter, Point from, Point dest)
 
- {
 
- 	const CCreature & shooterInfo = getShooter(shooter);
 
- 	std::shared_ptr<ProjectileBase> projectile;
 
- 	if (stackUsesRayProjectile(shooter) && stackUsesMissileProjectile(shooter))
 
- 	{
 
- 		logAnim->error("Mod error: Creature '%s' has both missile and ray projectiles configured. Mod should be fixed. Using ray projectile configuration...", shooterInfo.getNameSingularTranslated());
 
- 	}
 
- 	if (stackUsesRayProjectile(shooter))
 
- 	{
 
- 		auto rayProjectile = new ProjectileRay();
 
- 		projectile.reset(rayProjectile);
 
- 		rayProjectile->rayConfig = shooterInfo.animation.projectileRay;
 
- 		rayProjectile->speed     = computeProjectileFlightTime(from, dest, AnimationControls::getRayProjectileSpeed());
 
- 	}
 
- 	else if (stackUsesMissileProjectile(shooter))
 
- 	{
 
- 		auto missileProjectile = new ProjectileMissile();
 
- 		projectile.reset(missileProjectile);
 
- 		missileProjectile->animation = getProjectileImage(shooter);
 
- 		missileProjectile->reverse   = !owner.stacksController->facingRight(shooter);
 
- 		missileProjectile->frameNum  = computeProjectileFrameID(from, dest, shooter);
 
- 		missileProjectile->speed     = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
 
- 	}
 
- 	projectile->from      = from;
 
- 	projectile->dest      = dest;
 
- 	projectile->shooterID = shooter->ID;
 
- 	projectile->progress  = 0;
 
- 	projectile->playing   = false;
 
- 	projectiles.push_back(projectile);
 
- }
 
- void BattleProjectileController::createSpellProjectile(const CStack * shooter, Point from, Point dest, const CSpell * spell)
 
- {
 
- 	double projectileAngle = std::abs(atan2(dest.x - from.x, dest.y - from.y));
 
- 	std::string animToDisplay = spell->animationInfo.selectProjectile(projectileAngle);
 
- 	assert(!animToDisplay.empty());
 
- 	if(!animToDisplay.empty())
 
- 	{
 
- 		auto projectile = new ProjectileAnimatedMissile();
 
- 		projectile->animation     = createProjectileImage(animToDisplay);
 
- 		projectile->frameProgress = 0;
 
- 		projectile->frameNum      = 0;
 
- 		projectile->reverse       = from.x > dest.x;
 
- 		projectile->from          = from;
 
- 		projectile->dest          = dest;
 
- 		projectile->shooterID     = shooter ? shooter->ID : -1;
 
- 		projectile->progress      = 0;
 
- 		projectile->speed         = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
 
- 		projectile->playing       = false;
 
- 		projectiles.push_back(std::shared_ptr<ProjectileBase>(projectile));
 
- 	}
 
- }
 
 
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