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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->unitType();
- if(creature->getId() == 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->unitId() : -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->unitId() : -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->unitId();
- 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->unitId();
- 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->unitId() : -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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