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