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- /*
- * CBattleProjectileController.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 "CBattleProjectileController.h"
- #include "../gui/Geometries.h"
- #include "../../lib/CStack.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../CGameInfo.h"
- #include "../gui/CAnimation.h"
- #include "CBattleInterface.h"
- #include "CBattleSiegeController.h"
- #include "CBattleStacksController.h"
- #include "CCreatureAnimation.h"
- CatapultProjectileInfo::CatapultProjectileInfo(const Point &from, const Point &dest)
- {
- 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];
- facB = detB / det;
- facC = detC / det;
- // make sure that parabola is correct e.g. passes through from and dest
- assert(fabs(calculateY(from.x) - from.y) < 1.0);
- assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
- }
- double CatapultProjectileInfo::calculateY(double x)
- {
- return facA *pow(x, 2.0) + facB *x + facC;
- }
- CBattleProjectileController::CBattleProjectileController(CBattleInterface * owner):
- owner(owner)
- {
- }
- void CBattleProjectileController::initStackProjectile(const CStack * stack)
- {
- const CCreature * creature;//creature whose shots should be loaded
- if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
- creature = owner->siegeController->getTurretCreature();
- else
- creature = stack->getCreature();
- if (creature->animation.projectileRay.empty())
- {
- std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
- projectile->preload();
- if(projectile->size(1) != 0)
- logAnim->error("Expected empty group 1 in stack projectile");
- else
- projectile->createFlippedGroup(0, 1);
- idToProjectile[stack->getCreature()->idNumber] = projectile;
- }
- else
- {
- idToRay[stack->getCreature()->idNumber] = creature->animation.projectileRay;
- }
- }
- void CBattleProjectileController::fireStackProjectile(const CStack * stack)
- {
- for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
- {
- if ( !it->shotDone && it->stackID == stack->ID)
- {
- it->shotDone = true;
- return;
- }
- }
- }
- void CBattleProjectileController::showProjectiles(SDL_Surface *to)
- {
- assert(to);
- std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
- for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
- {
- // Check if projectile is already visible (shooter animation did the shot)
- if (!it->shotDone)
- continue;
- if (idToProjectile.count(it->creID))
- {
- size_t group = it->reverse ? 1 : 0;
- auto image = idToProjectile[it->creID]->getImage(it->frameNum, group, true);
- if(image)
- {
- SDL_Rect dst;
- dst.h = image->height();
- dst.w = image->width();
- dst.x = static_cast<int>(it->x - dst.w / 2);
- dst.y = static_cast<int>(it->y - dst.h / 2);
- image->draw(to, &dst, nullptr);
- }
- }
- if (idToRay.count(it->creID))
- {
- auto const & ray = idToRay[it->creID];
- if (std::abs(it->dx) > std::abs(it->dy)) // draw in horizontal axis
- {
- int y1 = it->y0 - ray.size() / 2;
- int y2 = it->y - ray.size() / 2;
- int x1 = it->x0;
- int x2 = it->x;
- for (size_t i = 0; i < ray.size(); ++i)
- {
- SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1};
- SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2};
- CSDL_Ext::drawLine(to, x1, y1 + i, x2, y2 + i, beginColor, endColor);
- }
- }
- else // draw in vertical axis
- {
- int x1 = it->x0 - ray.size() / 2;
- int x2 = it->x - ray.size() / 2;
- int y1 = it->y0;
- int y2 = it->y;
- for (size_t i = 0; i < ray.size(); ++i)
- {
- SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1};
- SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2};
- CSDL_Ext::drawLine(to, x1 + i, y1, x2 + i, y2, beginColor, endColor);
- }
- }
- }
- // Update projectile
- ++it->step;
- if (it->step > it->lastStep)
- {
- toBeDeleted.insert(toBeDeleted.end(), it);
- }
- else
- {
- if (it->catapultInfo)
- {
- // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
- it->x += it->dx;
- it->y = it->catapultInfo->calculateY(it->x);
- ++(it->frameNum);
- it->frameNum %= idToProjectile[it->creID]->size(0);
- }
- else
- {
- // Normal projectile, just add the calculated "deltas" to the x and y positions.
- it->x += it->dx;
- it->y += it->dy;
- }
- }
- }
- for (auto & elem : toBeDeleted)
- projectiles.erase(elem);
- }
- bool CBattleProjectileController::hasActiveProjectile(const CStack * stack)
- {
- for(auto const & instance : projectiles)
- {
- if(instance.creID == stack->getCreature()->idNumber)
- {
- return true;
- }
- }
- return false;
- }
- void CBattleProjectileController::createProjectile(const CStack * shooter, const CStack * target, Point from, Point dest)
- {
- // Get further info about the shooter e.g. relative pos of projectile to unit.
- // If the creature id is 149 then it's a arrow tower which has no additional info so get the
- // actual arrow tower shooter instead.
- const CCreature *shooterInfo = shooter->getCreature();
- if(shooterInfo->idNumber == CreatureID::ARROW_TOWERS)
- shooterInfo = owner->siegeController->getTurretCreature();
- if(!shooterInfo->animation.missleFrameAngles.size())
- 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..."
- , shooterInfo->nameSing);
- auto & angles = shooterInfo->animation.missleFrameAngles.size()
- ? shooterInfo->animation.missleFrameAngles
- : CGI->creh->operator[](CreatureID::ARCHER)->animation.missleFrameAngles;
- // recalculate angle taking in account offsets
- //projectileAngle = atan2(fabs(destPos.y - spi.y), fabs(destPos.x - spi.x));
- //if(shooter->position < dest)
- // projectileAngle = -projectileAngle;
- ProjectileInfo spi;
- spi.shotDone = false;
- spi.creID = shooter->getCreature()->idNumber;
- spi.stackID = shooter->ID;
- // reverse if creature is facing right OR this is non-existing stack that is not tower (war machines)
- spi.reverse = shooter ? !owner->stacksController->facingRight(shooter) : shooter->getCreature()->idNumber != CreatureID::ARROW_TOWERS;
- spi.step = 0;
- spi.frameNum = 0;
- spi.x0 = from.x;
- spi.y0 = from.y;
- spi.x = from.x;
- spi.y = from.y;
- if (target)
- {
- double animSpeed = AnimationControls::getProjectileSpeed(); // flight speed of projectile
- double distanceSquared = (dest.x - spi.x) * (dest.x - spi.x) + (dest.y - spi.y) * (dest.y - spi.y);
- double distance = sqrt(distanceSquared);
- spi.lastStep = std::round(distance / animSpeed);
- if(spi.lastStep == 0)
- spi.lastStep = 1;
- spi.dx = (dest.x - spi.x) / spi.lastStep;
- spi.dy = (dest.y - spi.y) / spi.lastStep;
- }
- else
- {
- // Catapult attack
- spi.catapultInfo.reset(new CatapultProjectileInfo(Point((int)spi.x, (int)spi.y), dest));
- double animSpeed = AnimationControls::getProjectileSpeed() / 10;
- spi.lastStep = static_cast<int>(std::abs((dest.x - spi.x) / animSpeed));
- spi.dx = animSpeed;
- spi.dy = 0;
- auto img = idToProjectile[spi.creID]->getImage(0);
- // Add explosion anim
- Point animPos(dest.x - 126 + img->width() / 2,
- dest.y - 105 + img->height() / 2);
- //owner->addNewAnim( new CEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", animPos.x, animPos.y));
- }
- double pi = std::atan(1)*4;
- //in some cases (known one: hero grants shooter bonus to unit) the shooter stack's projectile may not be properly initialized
- if (!idToProjectile.count(spi.creID) && !idToRay.count(spi.creID))
- initStackProjectile(shooter);
- if (idToProjectile.count(spi.creID))
- {
- // 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(), idToProjectile.at(spi.creID)->size(0));
- assert(maxFrame > 0);
- double projectileAngle = atan2(fabs((double)dest.y - from.y), fabs((double)dest.x - from.x));
- //if(shooter->getPosition() < dest)
- // projectileAngle = -projectileAngle;
- // values in angles array indicate position from which this frame was rendered, in degrees.
- // find frame that has closest angle to one that we need for this shot
- size_t bestID = 0;
- double bestDiff = fabs( angles[0] / 180 * pi - projectileAngle );
- for (size_t i=1; i<maxFrame; i++)
- {
- double currentDiff = fabs( angles[i] / 180 * pi - projectileAngle );
- if (currentDiff < bestDiff)
- {
- bestID = i;
- bestDiff = currentDiff;
- }
- }
- spi.frameNum = static_cast<int>(bestID);
- }
- else if (idToRay.count(spi.creID))
- {
- // no-op
- }
- else
- {
- logGlobal->error("Unable to find valid projectile for shooter %d", spi.creID);
- }
- // Set projectile animation start delay which is specified in frames
- projectiles.push_back(spi);
- }
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