BattleProjectileController.cpp 12 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. frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
  66. int frameCounter = std::floor(frameProgress);
  67. int frameIndex = (frameCounter + 1) % animation->size(0);
  68. auto image = animation->getImage(frameIndex, 0, true);
  69. if(image)
  70. {
  71. int posX = vstd::lerp(from.x, dest.x, progress);
  72. int posY = calculateCatapultParabolaY(from, dest, posX);
  73. Point pos(posX, posY);
  74. canvas.draw(image, pos);
  75. }
  76. float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
  77. progress += timePassed * speed;
  78. }
  79. void ProjectileRay::show(Canvas & canvas)
  80. {
  81. Point curr {
  82. vstd::lerp(from.x, dest.x, progress),
  83. vstd::lerp(from.y, dest.y, progress),
  84. };
  85. Point length = curr - from;
  86. //select axis to draw ray on, we want angle to be less than 45 degrees so individual sub-rays won't overlap each other
  87. if (std::abs(length.x) > std::abs(length.y)) // draw in horizontal axis
  88. {
  89. int y1 = from.y - rayConfig.size() / 2;
  90. int y2 = curr.y - rayConfig.size() / 2;
  91. int x1 = from.x;
  92. int x2 = curr.x;
  93. for (size_t i = 0; i < rayConfig.size(); ++i)
  94. {
  95. auto ray = rayConfig[i];
  96. SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1};
  97. SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2};
  98. canvas.drawLine(Point(x1, y1 + i), Point(x2, y2+i), beginColor, endColor);
  99. }
  100. }
  101. else // draw in vertical axis
  102. {
  103. int x1 = from.x - rayConfig.size() / 2;
  104. int x2 = curr.x - rayConfig.size() / 2;
  105. int y1 = from.y;
  106. int y2 = curr.y;
  107. for (size_t i = 0; i < rayConfig.size(); ++i)
  108. {
  109. auto ray = rayConfig[i];
  110. SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1};
  111. SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2};
  112. canvas.drawLine(Point(x1 + i, y1), Point(x2 + i, y2), beginColor, endColor);
  113. }
  114. }
  115. float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
  116. progress += timePassed * speed;
  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->getNameSingularTranslated());
  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 projectile: projectiles)
  181. {
  182. if ( projectile->playing )
  183. projectile->show(canvas);
  184. }
  185. vstd::erase_if(projectiles, [&](const std::shared_ptr<ProjectileBase> & projectile){
  186. return projectile->progress > 1.0f;
  187. });
  188. }
  189. bool BattleProjectileController::hasActiveProjectile(const CStack * stack, bool emittedOnly) const
  190. {
  191. int stackID = stack ? stack->ID : -1;
  192. for(auto const & instance : projectiles)
  193. {
  194. if(instance->shooterID == stackID && (instance->playing || !emittedOnly))
  195. {
  196. return true;
  197. }
  198. }
  199. return false;
  200. }
  201. float BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
  202. {
  203. float distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
  204. float distance = sqrt(distanceSquared);
  205. assert(distance > 1.f);
  206. return animSpeed / std::max( 1.f, distance);
  207. }
  208. int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
  209. {
  210. const CCreature & creature = getShooter(stack);
  211. auto & angles = creature.animation.missleFrameAngles;
  212. auto animation = getProjectileImage(stack);
  213. // only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used
  214. size_t maxFrame = std::min<size_t>(angles.size(), animation->size(0));
  215. assert(maxFrame > 0);
  216. double projectileAngle = -atan2(dest.y - from.y, std::abs(dest.x - from.x));
  217. // values in angles array indicate position from which this frame was rendered, in degrees.
  218. // 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
  219. // find frame that has closest angle to one that we need for this shot
  220. int bestID = 0;
  221. double bestDiff = fabs( angles[0] / 180 * M_PI - projectileAngle );
  222. for (int i=1; i<maxFrame; i++)
  223. {
  224. double currentDiff = fabs( angles[i] / 180 * M_PI - projectileAngle );
  225. if (currentDiff < bestDiff)
  226. {
  227. bestID = i;
  228. bestDiff = currentDiff;
  229. }
  230. }
  231. return bestID;
  232. }
  233. void BattleProjectileController::createCatapultProjectile(const CStack * shooter, Point from, Point dest)
  234. {
  235. auto catapultProjectile = new ProjectileCatapult();
  236. catapultProjectile->animation = getProjectileImage(shooter);
  237. catapultProjectile->progress = 0;
  238. catapultProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
  239. catapultProjectile->from = from;
  240. catapultProjectile->dest = dest;
  241. catapultProjectile->shooterID = shooter->ID;
  242. catapultProjectile->playing = false;
  243. catapultProjectile->frameProgress = 0.f;
  244. projectiles.push_back(std::shared_ptr<ProjectileBase>(catapultProjectile));
  245. }
  246. void BattleProjectileController::createProjectile(const CStack * shooter, Point from, Point dest)
  247. {
  248. const CCreature & shooterInfo = getShooter(shooter);
  249. std::shared_ptr<ProjectileBase> projectile;
  250. if (stackUsesRayProjectile(shooter) && stackUsesMissileProjectile(shooter))
  251. {
  252. logAnim->error("Mod error: Creature '%s' has both missile and ray projectiles configured. Mod should be fixed. Using ray projectile configuration...", shooterInfo.getNameSingularTranslated());
  253. }
  254. if (stackUsesRayProjectile(shooter))
  255. {
  256. auto rayProjectile = new ProjectileRay();
  257. projectile.reset(rayProjectile);
  258. rayProjectile->rayConfig = shooterInfo.animation.projectileRay;
  259. rayProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getRayProjectileSpeed());
  260. }
  261. else if (stackUsesMissileProjectile(shooter))
  262. {
  263. auto missileProjectile = new ProjectileMissile();
  264. projectile.reset(missileProjectile);
  265. missileProjectile->animation = getProjectileImage(shooter);
  266. missileProjectile->reverse = !owner.stacksController->facingRight(shooter);
  267. missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
  268. missileProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
  269. }
  270. projectile->from = from;
  271. projectile->dest = dest;
  272. projectile->shooterID = shooter->ID;
  273. projectile->progress = 0;
  274. projectile->playing = false;
  275. projectiles.push_back(projectile);
  276. }
  277. void BattleProjectileController::createSpellProjectile(const CStack * shooter, Point from, Point dest, const CSpell * spell)
  278. {
  279. double projectileAngle = std::abs(atan2(dest.x - from.x, dest.y - from.y));
  280. std::string animToDisplay = spell->animationInfo.selectProjectile(projectileAngle);
  281. assert(!animToDisplay.empty());
  282. if(!animToDisplay.empty())
  283. {
  284. auto projectile = new ProjectileAnimatedMissile();
  285. projectile->animation = createProjectileImage(animToDisplay);
  286. projectile->frameProgress = 0;
  287. projectile->frameNum = 0;
  288. projectile->reverse = from.x > dest.x;
  289. projectile->from = from;
  290. projectile->dest = dest;
  291. projectile->shooterID = shooter ? shooter->ID : -1;
  292. projectile->progress = 0;
  293. projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
  294. projectile->playing = false;
  295. projectiles.push_back(std::shared_ptr<ProjectileBase>(projectile));
  296. }
  297. }