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/Geometries.h"
  17. #include "../gui/CAnimation.h"
  18. #include "../gui/Canvas.h"
  19. #include "../gui/CGuiHandler.h"
  20. #include "../CGameInfo.h"
  21. #include "../../lib/CStack.h"
  22. #include "../../lib/mapObjects/CGTownInstance.h"
  23. static double calculateCatapultParabolaY(const Point & from, const Point & dest, int x)
  24. {
  25. double facA = 0.005; // seems to be constant
  26. // system of 2 linear equations, solutions of which are missing coefficients
  27. // for quadratic equation a*x*x + b*x + c
  28. double eq[2][3] = {
  29. { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
  30. { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
  31. };
  32. // solve system via determinants
  33. double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
  34. double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1];
  35. double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2];
  36. double facB = detB / det;
  37. double facC = detC / det;
  38. return facA *pow(x, 2.0) + facB *x + facC;
  39. }
  40. void ProjectileMissile::show(Canvas & canvas)
  41. {
  42. logAnim->info("Projectile rendering, %d / %d", step, steps);
  43. size_t group = reverse ? 1 : 0;
  44. auto image = animation->getImage(frameNum, group, true);
  45. if(image)
  46. {
  47. float progress = float(step) / steps;
  48. Point pos {
  49. CSDL_Ext::lerp(from.x, dest.x, progress) - image->width() / 2,
  50. CSDL_Ext::lerp(from.y, dest.y, progress) - image->height() / 2,
  51. };
  52. canvas.draw(image, pos);
  53. }
  54. ++step;
  55. }
  56. void ProjectileAnimatedMissile::show(Canvas & canvas)
  57. {
  58. ProjectileMissile::show(canvas);
  59. frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
  60. size_t animationSize = animation->size(reverse ? 1 : 0);
  61. while (frameProgress > animationSize)
  62. frameProgress -= animationSize;
  63. frameNum = std::floor(frameProgress);
  64. }
  65. void ProjectileCatapult::show(Canvas & canvas)
  66. {
  67. auto image = animation->getImage(frameNum, 0, true);
  68. if(image)
  69. {
  70. float progress = float(step) / steps;
  71. int posX = CSDL_Ext::lerp(from.x, dest.x, progress);
  72. int posY = calculateCatapultParabolaY(from, dest, posX);
  73. Point pos(posX, posY);
  74. canvas.draw(image, pos);
  75. frameNum = (frameNum + 1) % animation->size(0);
  76. }
  77. ++step;
  78. }
  79. void ProjectileRay::show(Canvas & canvas)
  80. {
  81. float progress = float(step) / steps;
  82. Point curr {
  83. CSDL_Ext::lerp(from.x, dest.x, progress),
  84. CSDL_Ext::lerp(from.y, dest.y, progress),
  85. };
  86. Point length = curr - from;
  87. //select axis to draw ray on, we want angle to be less than 45 degrees so individual sub-rays won't overlap each other
  88. if (std::abs(length.x) > std::abs(length.y)) // draw in horizontal axis
  89. {
  90. int y1 = from.y - rayConfig.size() / 2;
  91. int y2 = curr.y - rayConfig.size() / 2;
  92. int x1 = from.x;
  93. int x2 = curr.x;
  94. for (size_t i = 0; i < rayConfig.size(); ++i)
  95. {
  96. auto ray = rayConfig[i];
  97. SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1};
  98. SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2};
  99. canvas.drawLine(Point(x1, y1 + i), Point(x2, y2+i), beginColor, endColor);
  100. }
  101. }
  102. else // draw in vertical axis
  103. {
  104. int x1 = from.x - rayConfig.size() / 2;
  105. int x2 = curr.x - rayConfig.size() / 2;
  106. int y1 = from.y;
  107. int y2 = curr.y;
  108. for (size_t i = 0; i < rayConfig.size(); ++i)
  109. {
  110. auto ray = rayConfig[i];
  111. SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1};
  112. SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2};
  113. canvas.drawLine(Point(x1 + i, y1), Point(x2 + i, y2), beginColor, endColor);
  114. }
  115. }
  116. ++step;
  117. }
  118. BattleProjectileController::BattleProjectileController(BattleInterface & owner):
  119. owner(owner)
  120. {}
  121. const CCreature & BattleProjectileController::getShooter(const CStack * stack) const
  122. {
  123. const CCreature * creature = stack->getCreature();
  124. if(creature->idNumber == CreatureID::ARROW_TOWERS)
  125. creature = owner.siegeController->getTurretCreature();
  126. if(creature->animation.missleFrameAngles.empty())
  127. {
  128. 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->nameSing);
  129. creature = CGI->creh->objects[CreatureID::ARCHER];
  130. }
  131. return *creature;
  132. }
  133. bool BattleProjectileController::stackUsesRayProjectile(const CStack * stack) const
  134. {
  135. return !getShooter(stack).animation.projectileRay.empty();
  136. }
  137. bool BattleProjectileController::stackUsesMissileProjectile(const CStack * stack) const
  138. {
  139. return !getShooter(stack).animation.projectileImageName.empty();
  140. }
  141. void BattleProjectileController::initStackProjectile(const CStack * stack)
  142. {
  143. if (!stackUsesMissileProjectile(stack))
  144. return;
  145. const CCreature & creature = getShooter(stack);
  146. projectilesCache[creature.animation.projectileImageName] = createProjectileImage(creature.animation.projectileImageName);
  147. }
  148. std::shared_ptr<CAnimation> BattleProjectileController::createProjectileImage(const std::string & path )
  149. {
  150. std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(path);
  151. projectile->preload();
  152. if(projectile->size(1) != 0)
  153. logAnim->error("Expected empty group 1 in stack projectile");
  154. else
  155. projectile->createFlippedGroup(0, 1);
  156. return projectile;
  157. }
  158. std::shared_ptr<CAnimation> BattleProjectileController::getProjectileImage(const CStack * stack)
  159. {
  160. const CCreature & creature = getShooter(stack);
  161. std::string imageName = creature.animation.projectileImageName;
  162. if (!projectilesCache.count(imageName))
  163. initStackProjectile(stack);
  164. return projectilesCache[imageName];
  165. }
  166. void BattleProjectileController::emitStackProjectile(const CStack * stack)
  167. {
  168. int stackID = stack ? stack->ID : -1;
  169. for (auto projectile : projectiles)
  170. {
  171. if ( !projectile->playing && projectile->shooterID == stackID)
  172. {
  173. projectile->playing = true;
  174. return;
  175. }
  176. }
  177. }
  178. void BattleProjectileController::showProjectiles(Canvas & canvas)
  179. {
  180. for ( auto it = projectiles.begin(); it != projectiles.end();)
  181. {
  182. auto projectile = *it;
  183. if ( projectile->playing )
  184. projectile->show(canvas);
  185. }
  186. vstd::erase_if(projectiles, [&](const std::shared_ptr<ProjectileBase> & projectile){
  187. return projectile->step > projectile->steps;
  188. });
  189. }
  190. bool BattleProjectileController::hasActiveProjectile(const CStack * stack) const
  191. {
  192. int stackID = stack ? stack->ID : -1;
  193. for(auto const & instance : projectiles)
  194. {
  195. if(instance->shooterID == stackID)
  196. {
  197. return true;
  198. }
  199. }
  200. return false;
  201. }
  202. int BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
  203. {
  204. double distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
  205. double distance = sqrt(distanceSquared);
  206. int steps = std::round(distance / animSpeed);
  207. if (steps > 0)
  208. return steps;
  209. return 1;
  210. }
  211. int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
  212. {
  213. const CCreature & creature = getShooter(stack);
  214. auto & angles = creature.animation.missleFrameAngles;
  215. auto animation = getProjectileImage(stack);
  216. // only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used
  217. size_t maxFrame = std::min<size_t>(angles.size(), animation->size(0));
  218. assert(maxFrame > 0);
  219. double projectileAngle = -atan2(dest.y - from.y, std::abs(dest.x - from.x));
  220. // values in angles array indicate position from which this frame was rendered, in degrees.
  221. // 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
  222. // find frame that has closest angle to one that we need for this shot
  223. int bestID = 0;
  224. double bestDiff = fabs( angles[0] / 180 * M_PI - projectileAngle );
  225. for (int i=1; i<maxFrame; i++)
  226. {
  227. double currentDiff = fabs( angles[i] / 180 * M_PI - projectileAngle );
  228. if (currentDiff < bestDiff)
  229. {
  230. bestID = i;
  231. bestDiff = currentDiff;
  232. }
  233. }
  234. return bestID;
  235. }
  236. void BattleProjectileController::createCatapultProjectile(const CStack * shooter, Point from, Point dest)
  237. {
  238. auto catapultProjectile = new ProjectileCatapult();
  239. catapultProjectile->animation = getProjectileImage(shooter);
  240. catapultProjectile->frameNum = 0;
  241. catapultProjectile->step = 0;
  242. catapultProjectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
  243. catapultProjectile->from = from;
  244. catapultProjectile->dest = dest;
  245. catapultProjectile->shooterID = shooter->ID;
  246. catapultProjectile->step = 0;
  247. catapultProjectile->playing = false;
  248. projectiles.push_back(std::shared_ptr<ProjectileBase>(catapultProjectile));
  249. }
  250. void BattleProjectileController::createProjectile(const CStack * shooter, Point from, Point dest)
  251. {
  252. const CCreature & shooterInfo = getShooter(shooter);
  253. std::shared_ptr<ProjectileBase> projectile;
  254. if (stackUsesRayProjectile(shooter) && stackUsesMissileProjectile(shooter))
  255. {
  256. logAnim->error("Mod error: Creature '%s' has both missile and ray projectiles configured. Mod should be fixed. Using ray projectile configuration...", shooterInfo.nameSing);
  257. }
  258. if (stackUsesRayProjectile(shooter))
  259. {
  260. auto rayProjectile = new ProjectileRay();
  261. projectile.reset(rayProjectile);
  262. rayProjectile->rayConfig = shooterInfo.animation.projectileRay;
  263. }
  264. else if (stackUsesMissileProjectile(shooter))
  265. {
  266. auto missileProjectile = new ProjectileMissile();
  267. projectile.reset(missileProjectile);
  268. missileProjectile->animation = getProjectileImage(shooter);
  269. missileProjectile->reverse = !owner.stacksController->facingRight(shooter);
  270. missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
  271. }
  272. projectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
  273. projectile->from = from;
  274. projectile->dest = dest;
  275. projectile->shooterID = shooter->ID;
  276. projectile->step = 0;
  277. projectile->playing = false;
  278. projectiles.push_back(projectile);
  279. }
  280. void BattleProjectileController::createSpellProjectile(const CStack * shooter, Point from, Point dest, const CSpell * spell)
  281. {
  282. double projectileAngle = std::abs(atan2(dest.x - from.x, dest.y - from.y));
  283. std::string animToDisplay = spell->animationInfo.selectProjectile(projectileAngle);
  284. assert(!animToDisplay.empty());
  285. if(!animToDisplay.empty())
  286. {
  287. auto projectile = new ProjectileAnimatedMissile();
  288. projectile->animation = createProjectileImage(animToDisplay);
  289. projectile->frameProgress = 0;
  290. projectile->frameNum = 0;
  291. projectile->reverse = from.x > dest.x;
  292. projectile->from = from;
  293. projectile->dest = dest;
  294. projectile->shooterID = shooter ? shooter->ID : -1;
  295. projectile->step = 0;
  296. projectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getSpellEffectSpeed());
  297. projectile->playing = false;
  298. projectiles.push_back(std::shared_ptr<ProjectileBase>(projectile));
  299. }
  300. }