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* Implemented parabolic trajectory of the trebuchet
* Improved shooting animation
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AUTHORS
5
AUTHORS
@ -41,4 +41,7 @@ Rickard Westerlund aka Onion Knight, <onionknigh@gmail.com>
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* battle functionality and general support
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Ivan, <>
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* Kingdom overwiew window, a few town structures, general support
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* Kingdom overwiew window, a few town structures, general support
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Benjamin Gentner aka beegee, <>
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* battle support, programming
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@ -1008,47 +1008,82 @@ bool CShootingAnim::init()
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Point xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner);
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Point destcoord;
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if(attackedStack)
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{
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destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner);
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}
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else //catapult attack
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{
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destcoord.x = -160 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH);
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destcoord.y = -139 + 42 * (dest/BFIELD_WIDTH);
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}
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destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot
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int animSpeed = 40; // flight speed of projectile
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// The "master" point where all projectile positions relate to.
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static const Point projectileOrigin(181, 252);
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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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if (attackedStack)
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{
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//upper shot
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spi.x = xycoord.x + projectileOrigin.x + shooterInfo->upperRightMissleOffsetX;
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spi.y = xycoord.y + projectileOrigin.y + shooterInfo->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 + projectileOrigin.x + shooterInfo->lowerRightMissleOffsetX;
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spi.y = xycoord.y + projectileOrigin.y + shooterInfo->lowerRightMissleOffsetY;
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destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner);
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destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot
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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 + projectileOrigin.x + shooterInfo->upperRightMissleOffsetX;
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spi.y = xycoord.y + projectileOrigin.y + shooterInfo->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 + projectileOrigin.x + shooterInfo->lowerRightMissleOffsetX;
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spi.y = xycoord.y + projectileOrigin.y + shooterInfo->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 + projectileOrigin.x + shooterInfo->rightMissleOffsetX;
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spi.y = xycoord.y + projectileOrigin.y + shooterInfo->rightMissleOffsetY;
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}
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spi.lastStep = sqrt((float)((destcoord.x - spi.x)*(destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.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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}
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else
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{
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//straight shot
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spi.x = xycoord.x + projectileOrigin.x + shooterInfo->rightMissleOffsetX;
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spi.y = xycoord.y + projectileOrigin.y + shooterInfo->rightMissleOffsetY;
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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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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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std::map<int, int>::iterator it = hexToCurve.find(dest.hex);
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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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animSpeed /= 2;
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spi.lastStep = (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 + projectileOrigin.x + shooterInfo->rightMissleOffsetX + 17;
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spi.y = xycoord.y + projectileOrigin.y + shooterInfo->rightMissleOffsetY + 10;
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// Add explosion anim
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int xEnd = spi.x + spi.lastStep * spi.dx;
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int yEnd = spi.catapultInfo->calculateY(xEnd);
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owner->addNewAnim( new CSpellEffectAnim(owner, "SGEXPL.DEF", xEnd - 126, yEnd - 105));
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}
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}
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spi.lastStep = sqrt((float)((destcoord.x - spi.x)*(destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.y - spi.y))) / 40;
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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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//set starting frame
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// Set starting frame
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if(spi.spin)
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{
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spi.frameNum = 0;
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@ -1092,19 +1127,13 @@ void CShootingAnim::nextFrame()
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void CShootingAnim::endAnim()
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{
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CBattleAnimation::endAnim();
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delete this;
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}
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CShootingAnim::CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg)
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: CBattleAttack(_owner, attacker, _dest, _attacked), catapultDamage(_catapultDmg), catapult(_catapult)
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{
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if(catapult) //catapult attack
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{
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owner->addNewAnim( new CSpellEffectAnim(owner, "SGEXPL.DEF",
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-130 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH) + owner->pos.x,
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-50 + 42 * (dest/BFIELD_WIDTH) + owner->pos.y ));
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}
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}
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////////////////////////
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@ -3361,7 +3390,20 @@ void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to)
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}
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}
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creAnims[ID]->nextFrame(to, creAnims[ID]->pos.x, creAnims[ID]->pos.y, creDir[ID], animCount, incrementFrame, activeStack && ID==activeStack->ID, ID==mouseHoveredStack); //increment always when moving, never if stack died
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// As long as the projectile of the shooter-stack is flying incrementFrame should be false
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bool shootingFinished = true;
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for (std::list<SProjectileInfo>::iterator it = projectiles.begin(); it != projectiles.end(); ++it)
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{
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if (it->stackID == ID)
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{
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shootingFinished = false;
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if (it->animStartDelay == 0)
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incrementFrame = false;
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}
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}
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// Increment always when moving, never if stack died
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creAnims[ID]->nextFrame(to, creAnims[ID]->pos.x, creAnims[ID]->pos.y, creDir[ID], animCount, incrementFrame, activeStack && ID==activeStack->ID, ID==mouseHoveredStack);
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//printing amount
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if(stack->count > 0 //don't print if stack is not alive
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@ -3561,6 +3603,15 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to)
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dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
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dst.x = it->x;
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dst.y = it->y;
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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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@ -3572,7 +3623,7 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to)
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CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst);
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}
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//actualizing projectile
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// Update projectile
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++it->step;
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if(it->step == it->lastStep)
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{
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@ -3580,8 +3631,19 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to)
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}
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else
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{
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it->x += it->dx;
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it->y += it->dy;
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if (it->catapultInfo)
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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);
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}
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else
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{
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// Normal projectile, just add the calculated "deltas" to the x and y positions.
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it->x += it->dx;
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it->y += it->dy;
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}
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if(it->spin)
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{
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++(it->frameNum);
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@ -4678,3 +4740,8 @@ void CStackQueue::StackBox::hover( bool on )
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{
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}
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int CatapultProjectileInfo::calculateY(int 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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}
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@ -34,6 +34,7 @@ struct BattleAction;
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class CGTownInstance;
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struct CatapultAttack;
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class CBattleInterface;
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struct CatapultProjectileInfo;
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/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
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struct SStackAttackedInfo
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@ -58,6 +59,7 @@ struct SProjectileInfo
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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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};
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@ -394,6 +396,19 @@ public:
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//void showAll(SDL_Surface *to);
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};
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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() : 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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int calculateY(int x);
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};
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/// Big class which handles the overall battle interface actions and it is also responsible for
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/// drawing everything correctly.
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class CBattleInterface : public CIntObject
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@ -447,7 +462,7 @@ private:
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std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
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/// Class which is resposible for the wall of a siege during battle
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/// Class which is responsible for drawing the wall of a siege during battle
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class SiegeHelper
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{
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private:
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@ -456,6 +471,7 @@ private:
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const CBattleInterface * owner;
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public:
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const CGTownInstance * town; //besieged town
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SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
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~SiegeHelper(); //d-tor
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