BattleProjectileController.cpp 11 KB

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  1. /*
  2. * BattleProjectileController.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleProjectileController.h"
  12. #include "BattleInterface.h"
  13. #include "BattleSiegeController.h"
  14. #include "BattleStacksController.h"
  15. #include "CreatureAnimation.h"
  16. #include "../gui/CAnimation.h"
  17. #include "../gui/Canvas.h"
  18. #include "../gui/CGuiHandler.h"
  19. #include "../CGameInfo.h"
  20. #include "../../lib/CStack.h"
  21. #include "../../lib/mapObjects/CGTownInstance.h"
  22. static double calculateCatapultParabolaY(const Point & from, const Point & dest, int x)
  23. {
  24. double facA = 0.005; // seems to be constant
  25. // system of 2 linear equations, solutions of which are missing coefficients
  26. // for quadratic equation a*x*x + b*x + c
  27. double eq[2][3] = {
  28. { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
  29. { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
  30. };
  31. // solve system via determinants
  32. double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
  33. double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1];
  34. double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2];
  35. double facB = detB / det;
  36. double facC = detC / det;
  37. return facA *pow(x, 2.0) + facB *x + facC;
  38. }
  39. void ProjectileMissile::show(Canvas & canvas)
  40. {
  41. size_t group = reverse ? 1 : 0;
  42. auto image = animation->getImage(frameNum, group, true);
  43. if(image)
  44. {
  45. Point pos {
  46. vstd::lerp(from.x, dest.x, progress) - image->width() / 2,
  47. vstd::lerp(from.y, dest.y, progress) - image->height() / 2,
  48. };
  49. canvas.draw(image, pos);
  50. }
  51. float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
  52. progress += timePassed * speed;
  53. }
  54. void ProjectileAnimatedMissile::show(Canvas & canvas)
  55. {
  56. ProjectileMissile::show(canvas);
  57. frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
  58. size_t animationSize = animation->size(reverse ? 1 : 0);
  59. while (frameProgress > animationSize)
  60. frameProgress -= animationSize;
  61. frameNum = std::floor(frameProgress);
  62. }
  63. void ProjectileCatapult::show(Canvas & canvas)
  64. {
  65. auto image = animation->getImage(frameNum, 0, true);
  66. if(image)
  67. {
  68. int posX = vstd::lerp(from.x, dest.x, progress);
  69. int posY = calculateCatapultParabolaY(from, dest, posX);
  70. Point pos(posX, posY);
  71. canvas.draw(image, pos);
  72. frameNum = (frameNum + 1) % animation->size(0);
  73. }
  74. float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
  75. progress += timePassed * speed;
  76. }
  77. void ProjectileRay::show(Canvas & canvas)
  78. {
  79. Point curr {
  80. vstd::lerp(from.x, dest.x, progress),
  81. vstd::lerp(from.y, dest.y, progress),
  82. };
  83. Point length = curr - from;
  84. //select axis to draw ray on, we want angle to be less than 45 degrees so individual sub-rays won't overlap each other
  85. if (std::abs(length.x) > std::abs(length.y)) // draw in horizontal axis
  86. {
  87. int y1 = from.y - rayConfig.size() / 2;
  88. int y2 = curr.y - rayConfig.size() / 2;
  89. int x1 = from.x;
  90. int x2 = curr.x;
  91. for (size_t i = 0; i < rayConfig.size(); ++i)
  92. {
  93. auto ray = rayConfig[i];
  94. SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1};
  95. SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2};
  96. canvas.drawLine(Point(x1, y1 + i), Point(x2, y2+i), beginColor, endColor);
  97. }
  98. }
  99. else // draw in vertical axis
  100. {
  101. int x1 = from.x - rayConfig.size() / 2;
  102. int x2 = curr.x - rayConfig.size() / 2;
  103. int y1 = from.y;
  104. int y2 = curr.y;
  105. for (size_t i = 0; i < rayConfig.size(); ++i)
  106. {
  107. auto ray = rayConfig[i];
  108. SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1};
  109. SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2};
  110. canvas.drawLine(Point(x1 + i, y1), Point(x2 + i, y2), beginColor, endColor);
  111. }
  112. }
  113. float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
  114. progress += timePassed * speed;
  115. }
  116. BattleProjectileController::BattleProjectileController(BattleInterface & owner):
  117. owner(owner)
  118. {}
  119. const CCreature & BattleProjectileController::getShooter(const CStack * stack) const
  120. {
  121. const CCreature * creature = stack->getCreature();
  122. if(creature->idNumber == CreatureID::ARROW_TOWERS)
  123. creature = owner.siegeController->getTurretCreature();
  124. if(creature->animation.missleFrameAngles.empty())
  125. {
  126. 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());
  127. creature = CGI->creh->objects[CreatureID::ARCHER];
  128. }
  129. return *creature;
  130. }
  131. bool BattleProjectileController::stackUsesRayProjectile(const CStack * stack) const
  132. {
  133. return !getShooter(stack).animation.projectileRay.empty();
  134. }
  135. bool BattleProjectileController::stackUsesMissileProjectile(const CStack * stack) const
  136. {
  137. return !getShooter(stack).animation.projectileImageName.empty();
  138. }
  139. void BattleProjectileController::initStackProjectile(const CStack * stack)
  140. {
  141. if (!stackUsesMissileProjectile(stack))
  142. return;
  143. const CCreature & creature = getShooter(stack);
  144. projectilesCache[creature.animation.projectileImageName] = createProjectileImage(creature.animation.projectileImageName);
  145. }
  146. std::shared_ptr<CAnimation> BattleProjectileController::createProjectileImage(const std::string & path )
  147. {
  148. std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(path);
  149. projectile->preload();
  150. if(projectile->size(1) != 0)
  151. logAnim->error("Expected empty group 1 in stack projectile");
  152. else
  153. projectile->createFlippedGroup(0, 1);
  154. return projectile;
  155. }
  156. std::shared_ptr<CAnimation> BattleProjectileController::getProjectileImage(const CStack * stack)
  157. {
  158. const CCreature & creature = getShooter(stack);
  159. std::string imageName = creature.animation.projectileImageName;
  160. if (!projectilesCache.count(imageName))
  161. initStackProjectile(stack);
  162. return projectilesCache[imageName];
  163. }
  164. void BattleProjectileController::emitStackProjectile(const CStack * stack)
  165. {
  166. int stackID = stack ? stack->ID : -1;
  167. for (auto projectile : projectiles)
  168. {
  169. if ( !projectile->playing && projectile->shooterID == stackID)
  170. {
  171. projectile->playing = true;
  172. return;
  173. }
  174. }
  175. }
  176. void BattleProjectileController::showProjectiles(Canvas & canvas)
  177. {
  178. for ( auto projectile: projectiles)
  179. {
  180. if ( projectile->playing )
  181. projectile->show(canvas);
  182. }
  183. vstd::erase_if(projectiles, [&](const std::shared_ptr<ProjectileBase> & projectile){
  184. return projectile->progress > 1.0f;
  185. });
  186. }
  187. bool BattleProjectileController::hasActiveProjectile(const CStack * stack, bool emittedOnly) const
  188. {
  189. int stackID = stack ? stack->ID : -1;
  190. for(auto const & instance : projectiles)
  191. {
  192. if(instance->shooterID == stackID && (instance->playing || !emittedOnly))
  193. {
  194. return true;
  195. }
  196. }
  197. return false;
  198. }
  199. float BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
  200. {
  201. float distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
  202. float distance = sqrt(distanceSquared);
  203. assert(distance > 1.f);
  204. return animSpeed / std::max( 1.f, distance);
  205. }
  206. int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
  207. {
  208. const CCreature & creature = getShooter(stack);
  209. auto & angles = creature.animation.missleFrameAngles;
  210. auto animation = getProjectileImage(stack);
  211. // only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used
  212. size_t maxFrame = std::min<size_t>(angles.size(), animation->size(0));
  213. assert(maxFrame > 0);
  214. double projectileAngle = -atan2(dest.y - from.y, std::abs(dest.x - from.x));
  215. // values in angles array indicate position from which this frame was rendered, in degrees.
  216. // 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
  217. // find frame that has closest angle to one that we need for this shot
  218. int bestID = 0;
  219. double bestDiff = fabs( angles[0] / 180 * M_PI - projectileAngle );
  220. for (int i=1; i<maxFrame; i++)
  221. {
  222. double currentDiff = fabs( angles[i] / 180 * M_PI - projectileAngle );
  223. if (currentDiff < bestDiff)
  224. {
  225. bestID = i;
  226. bestDiff = currentDiff;
  227. }
  228. }
  229. return bestID;
  230. }
  231. void BattleProjectileController::createCatapultProjectile(const CStack * shooter, Point from, Point dest)
  232. {
  233. auto catapultProjectile = new ProjectileCatapult();
  234. catapultProjectile->animation = getProjectileImage(shooter);
  235. catapultProjectile->frameNum = 0;
  236. catapultProjectile->progress = 0;
  237. catapultProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
  238. catapultProjectile->from = from;
  239. catapultProjectile->dest = dest;
  240. catapultProjectile->shooterID = shooter->ID;
  241. catapultProjectile->playing = false;
  242. projectiles.push_back(std::shared_ptr<ProjectileBase>(catapultProjectile));
  243. }
  244. void BattleProjectileController::createProjectile(const CStack * shooter, Point from, Point dest)
  245. {
  246. const CCreature & shooterInfo = getShooter(shooter);
  247. std::shared_ptr<ProjectileBase> projectile;
  248. if (stackUsesRayProjectile(shooter) && stackUsesMissileProjectile(shooter))
  249. {
  250. logAnim->error("Mod error: Creature '%s' has both missile and ray projectiles configured. Mod should be fixed. Using ray projectile configuration...", shooterInfo.getNameSingularTranslated());
  251. }
  252. if (stackUsesRayProjectile(shooter))
  253. {
  254. auto rayProjectile = new ProjectileRay();
  255. projectile.reset(rayProjectile);
  256. rayProjectile->rayConfig = shooterInfo.animation.projectileRay;
  257. }
  258. else if (stackUsesMissileProjectile(shooter))
  259. {
  260. auto missileProjectile = new ProjectileMissile();
  261. projectile.reset(missileProjectile);
  262. missileProjectile->animation = getProjectileImage(shooter);
  263. missileProjectile->reverse = !owner.stacksController->facingRight(shooter);
  264. missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
  265. }
  266. projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
  267. projectile->from = from;
  268. projectile->dest = dest;
  269. projectile->shooterID = shooter->ID;
  270. projectile->progress = 0;
  271. projectile->playing = false;
  272. projectiles.push_back(projectile);
  273. }
  274. void BattleProjectileController::createSpellProjectile(const CStack * shooter, Point from, Point dest, const CSpell * spell)
  275. {
  276. double projectileAngle = std::abs(atan2(dest.x - from.x, dest.y - from.y));
  277. std::string animToDisplay = spell->animationInfo.selectProjectile(projectileAngle);
  278. assert(!animToDisplay.empty());
  279. if(!animToDisplay.empty())
  280. {
  281. auto projectile = new ProjectileAnimatedMissile();
  282. projectile->animation = createProjectileImage(animToDisplay);
  283. projectile->frameProgress = 0;
  284. projectile->frameNum = 0;
  285. projectile->reverse = from.x > dest.x;
  286. projectile->from = from;
  287. projectile->dest = dest;
  288. projectile->shooterID = shooter ? shooter->ID : -1;
  289. projectile->progress = 0;
  290. projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
  291. projectile->playing = false;
  292. projectiles.push_back(std::shared_ptr<ProjectileBase>(projectile));
  293. }
  294. }