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synced 2024-12-24 22:14:36 +02:00
- removed hardcoded set of catapult trajectories
- some more improvements into projectile blitting Remaining issues: - timing is off when catapult hits walls/tower - catapult trajectory may need tweaking
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@ -717,9 +717,8 @@ bool CShootingAnimation::init()
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// Create the projectile animation
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double straightAngle = 0.2; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
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double projectileAngle = 0;
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int fromHex = shooter->position;
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//maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
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static const double straightAngle = 0.2;
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// Get further info about the shooter e.g. relative pos of projectile to unit.
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// If the creature id is 149 then it's a arrow tower which has no additional info so get the
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@ -739,92 +738,76 @@ bool CShootingAnimation::init()
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spi.step = 0;
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spi.frameNum = 0;
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//spi.spin = shooterInfo->animation.projectileSpin;
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Point xycoord;
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Point destcoord;
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Point fromPos;
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Point destPos;
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// NOTE: two lines below return different positions (very notable with 2-hex creatures). Obtaining via creanims seems to be more precise
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xycoord = owner->creAnims[spi.stackID]->pos.topLeft();
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fromPos = owner->creAnims[spi.stackID]->pos.topLeft();
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//xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner);
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destPos = CClickableHex::getXYUnitAnim(dest, false, attackedStack, owner);
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// to properly translate coordinates when shooter is rotated
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int multiplier = spi.reverse ? -1 : 1;
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double projectileAngle = atan2(fabs(destPos.y - fromPos.y), fabs(destPos.x - fromPos.x));
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if(shooter->position < dest)
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projectileAngle = -projectileAngle;
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// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
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if (projectileAngle > straightAngle)
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{
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//upper shot
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spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
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spi.y = fromPos.y + 265 + shooterInfo->animation.upperRightMissleOffsetY;
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}
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else if (projectileAngle < -straightAngle)
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{
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//lower shot
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spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
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spi.y = fromPos.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY;
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}
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else
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{
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//straight shot
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spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
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spi.y = fromPos.y + 265 + shooterInfo->animation.rightMissleOffsetY;
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}
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destPos += Point(225, 225);
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// recalculate angle taking in account offsets
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//projectileAngle = atan2(fabs(destPos.y - spi.y), fabs(destPos.x - spi.x));
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//if(shooter->position < dest)
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// projectileAngle = -projectileAngle;
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if (attackedStack)
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{
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destcoord = CClickableHex::getXYUnitAnim(dest, false, attackedStack, owner);
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destcoord.x += 225; destcoord.y += 225; //TODO: find a better place to shoot
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double projectileAngle = atan2(fabs(static_cast<double>(destcoord.x - xycoord.x)),
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fabs(static_cast<double>(destcoord.y - xycoord.y)));
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if(fromHex < dest)
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projectileAngle = -projectileAngle;
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// to properly translate coordinates when shooter is rotated
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int multiplier = spi.reverse ? -1 : 1;
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// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
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if (projectileAngle > straightAngle)
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{
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//upper shot
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spi.x = xycoord.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
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spi.y = xycoord.y + 265 + shooterInfo->animation.upperRightMissleOffsetY;
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}
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else if (projectileAngle < -straightAngle)
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{
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//lower shot
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spi.x = xycoord.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
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spi.y = xycoord.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY;
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}
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else
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{
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//straight shot
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spi.x = xycoord.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
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spi.y = xycoord.y + 265 + shooterInfo->animation.rightMissleOffsetY;
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}
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double animSpeed = 23.0 * owner->getAnimSpeed(); // flight speed of projectile
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spi.lastStep = static_cast<int>(sqrt(static_cast<double>((destcoord.x - spi.x) * (destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.y - spi.y))) / animSpeed);
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spi.lastStep = static_cast<int>(sqrt(static_cast<double>((destPos.x - spi.x) * (destPos.x - spi.x) + (destPos.y - spi.y) * (destPos.y - spi.y))) / animSpeed);
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if(spi.lastStep == 0)
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spi.lastStep = 1;
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spi.dx = (destcoord.x - spi.x) / spi.lastStep;
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spi.dy = (destcoord.y - spi.y) / spi.lastStep;
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spi.catapultInfo = 0;
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spi.dx = (destPos.x - spi.x) / spi.lastStep;
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spi.dy = (destPos.y - spi.y) / spi.lastStep;
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}
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else
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{
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// Catapult attack
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// These are the values for equations of this kind: f(x) = ax^2 + bx + c
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static const std::vector<CatapultProjectileInfo*> trajectoryCurves = boost::assign::list_of<CatapultProjectileInfo*>(new CatapultProjectileInfo(4.309, -3.198, 569.2, -296, 182))
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(new CatapultProjectileInfo(4.710, -3.11, 558.68, -258, 175))(new CatapultProjectileInfo(5.056, -3.003, 546.9, -236, 174))
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(new CatapultProjectileInfo(4.760, -2.74, 526.47, -216, 215))(new CatapultProjectileInfo(4.288, -2.496, 508.98, -223, 274))
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(new CatapultProjectileInfo(3.683, -3.018, 558.39, -324, 176))(new CatapultProjectileInfo(2.884, -2.607, 528.95, -366, 312))
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(new CatapultProjectileInfo(3.783, -2.364, 501.35, -227, 318));
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spi.catapultInfo.reset(new CatapultProjectileInfo(Point(spi.x, spi.y), destPos));
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static std::map<int, int> hexToCurve = boost::assign::map_list_of<int, int>(29, 0)(62, 1)(95, 2)(130, 3)(182, 4)(12, 5)(50, 6)(183, 7);
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double animSpeed = 3.318 * owner->getAnimSpeed();
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spi.lastStep = abs((destPos.x - spi.x) / animSpeed);
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spi.dx = animSpeed;
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spi.dy = 0;
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std::map<int, int>::iterator it = hexToCurve.find(dest.hex);
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SDL_Surface * img = owner->idToProjectile[spi.creID]->ourImages[0].bitmap;
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if (it == hexToCurve.end())
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{
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tlog1 << "For the hex position " << dest.hex << " is no curve defined.";
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endAnim();
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return false;
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}
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else
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{
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int curveID = it->second;
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spi.catapultInfo = trajectoryCurves[curveID];
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double animSpeed = 3.318 * owner->getAnimSpeed();
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spi.lastStep = static_cast<int>((spi.catapultInfo->toX - spi.catapultInfo->fromX) / animSpeed);
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spi.dx = animSpeed;
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spi.dy = 0;
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spi.x = xycoord.x + 225 + shooterInfo->animation.rightMissleOffsetX;
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spi.y = xycoord.y + 250 + shooterInfo->animation.rightMissleOffsetY;
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// Add explosion anim
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Point animPos(destPos.x - 126 + img->w / 2,
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destPos.y - 105 + img->h / 2);
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// Add explosion anim
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int xEnd = static_cast<int>(spi.x + spi.lastStep * spi.dx);
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int yEnd = static_cast<int>(spi.catapultInfo->calculateY(xEnd));
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owner->addNewAnim( new CSpellEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", xEnd - 126, yEnd - 105));
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}
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owner->addNewAnim( new CSpellEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", animPos.x, animPos.y));
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}
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auto & angles = shooterInfo->animation.missleFrameAngles;
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@ -186,7 +186,7 @@ struct ProjectileInfo
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//bool spin; //if true, frameNum will be increased
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int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
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bool reverse; //if true, projectile will be flipped by vertical asix
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CatapultProjectileInfo * catapultInfo; // holds info about the parabolic trajectory of the cannon
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std::shared_ptr<CatapultProjectileInfo> catapultInfo; // holds info about the parabolic trajectory of the cannon
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};
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/// Shooting attack
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@ -2447,14 +2447,6 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to)
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dst.x = it->x - dst.w / 2;
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dst.y = it->y - dst.h / 2;
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// The equation below calculates the center pos of the canon, but we need the top left pos
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// of it for drawing
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if (it->catapultInfo)
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{
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dst.x -= 17.;
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dst.y -= 10.;
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}
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if(it->reverse)
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{
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SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);
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@ -2478,7 +2470,7 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to)
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{
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// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
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it->x += it->dx;
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it->y = it->catapultInfo->calculateY(it->x - this->pos.x) + this->pos.y;
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it->y = it->catapultInfo->calculateY(it->x);
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++(it->frameNum);
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it->frameNum %= idToProjectile[it->creID]->ourImages.size();
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@ -3642,7 +3634,31 @@ void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
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}
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}
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CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
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{
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facA = 0.005; // seems to be constant
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// system of 2 linear equations, solutions of which are missing coefficients
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// for quadratic equation a*x*x + b*x + c
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double eq[2][3] = {
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{ static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
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{ static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
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};
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// solve system via determinants
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double det = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1];
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double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1];
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double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2];
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facB = detB / det;
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facC = detC / det;
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// make sure that parabola is correct e.g. passes through from and dest
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assert(fabs(calculateY(from.x) - from.y) < 1.0);
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assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
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}
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double CatapultProjectileInfo::calculateY(double x)
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{
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return (facA * pow(10., -3.)) * pow(x, 2.0) + facB * x + facC;
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return facA * pow(x, 2.0) + facB * x + facC;
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}
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@ -80,12 +80,9 @@ struct BattleEffect
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/// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
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struct CatapultProjectileInfo
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{
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const double facA, facB, facC;
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const int fromX, toX;
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CatapultProjectileInfo(Point from, Point dest);
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CatapultProjectileInfo() : facA(0), facB(0), facC(0), fromX(0), toX(0) { };
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CatapultProjectileInfo(double factorA, double factorB, double factorC, int fromXX, int toXX) : facA(factorA), facB(factorB), facC(factorC),
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fromX(fromXX), toX(toXX) { };
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double facA, facB, facC;
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double calculateY(double x);
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};
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