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https://github.com/vcmi/vcmi.git
synced 2025-03-25 21:38:59 +02:00
Refactoring of projectile controller
- projectiles now separated based on type - each type has its own rendering method - refactoring of CShootingAnimation
This commit is contained in:
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abb553d975
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@ -723,7 +723,8 @@ CRangedAttackAnimation::CRangedAttackAnimation(CBattleInterface * owner_, const
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CShootingAnimation::CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg)
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: CRangedAttackAnimation(_owner, attacker, _dest, _attacked),
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catapultDamage(_catapultDmg)
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catapultDamage(_catapultDmg),
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projectileEmitted(false)
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{
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logAnim->debug("Created shooting anim for %s", stack->getName());
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}
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@ -733,10 +734,9 @@ bool CShootingAnimation::init()
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if( !CAttackAnimation::checkInitialConditions() )
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return false;
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const CStack * shooter = attackingStack;
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if(!shooter || myAnim->isDead())
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if(!attackingStack || myAnim->isDead())
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{
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//FIXME: how is this possible?
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endAnim();
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return false;
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}
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@ -753,80 +753,81 @@ bool CShootingAnimation::init()
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//if (attackingStack && attackedStack && owner->creDir[attackingStack->ID] == owner->creDir[attackedStack->ID])
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// return false;
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setAnimationGroup();
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shooting = true;
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return true;
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}
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void CShootingAnimation::setAnimationGroup()
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{
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Point shooterPos = stackAnimation(attackingStack)->pos.topLeft();
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Point shotTarget = CClickableHex::getXYUnitAnim(dest, attackedStack, owner) + Point(225, 225);
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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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// actual arrow tower shooter instead.
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const CCreature *shooterInfo = shooter->getCreature();
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double projectileAngle = atan2(shotTarget.y - shooterPos.y, std::abs(shotTarget.x - shooterPos.x));
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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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group = CCreatureAnim::SHOOT_UP;
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else if (projectileAngle < -straightAngle)
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group = CCreatureAnim::SHOOT_DOWN;
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else
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group = CCreatureAnim::SHOOT_FRONT;
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}
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void CShootingAnimation::initializeProjectile()
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{
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const CCreature *shooterInfo = attackingStack->getCreature();
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if(shooterInfo->idNumber == CreatureID::ARROW_TOWERS)
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shooterInfo = owner->siegeController->getTurretCreature();
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Point shooterPos;
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Point shotPos;
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Point destPos;
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Point shotTarget = CClickableHex::getXYUnitAnim(dest, attackedStack, owner) + Point(225, 225);
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Point shotOrigin = stackAnimation(attackingStack)->pos.topLeft() + Point(222, 265);
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int multiplier = stackFacingRight(attackingStack) ? 1 : -1;
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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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shooterPos = stackAnimation(shooter)->pos.topLeft();
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//xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner);
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destPos = CClickableHex::getXYUnitAnim(dest, attackedStack, owner) + Point(225, 225);
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// to properly translate coordinates when shooter is rotated
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int multiplier = 0;
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if (shooter)
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multiplier = stackFacingRight(shooter) ? 1 : -1;
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else
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if (group == CCreatureAnim::SHOOT_UP)
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{
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assert(false); // unreachable?
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multiplier = shooter->getCreature()->idNumber == CreatureID::ARROW_TOWERS ? -1 : 1;
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shotOrigin.x += ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
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shotOrigin.y += shooterInfo->animation.upperRightMissleOffsetY;
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}
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double projectileAngle = atan2(fabs((double)destPos.y - shooterPos.y), fabs((double)destPos.x - shooterPos.x));
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if(shooter->getPosition() < 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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else if (group == CCreatureAnim::SHOOT_DOWN)
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{
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//upper shot
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shotPos.x = shooterPos.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
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shotPos.y = shooterPos.y + 265 + shooterInfo->animation.upperRightMissleOffsetY;
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shotOrigin.x += ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
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shotOrigin.y += shooterInfo->animation.lowerRightMissleOffsetY;
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}
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else if (projectileAngle < -straightAngle)
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else if (group == CCreatureAnim::SHOOT_FRONT)
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{
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//lower shot
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shotPos.x = shooterPos.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
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shotPos.y = shooterPos.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY;
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shotOrigin.x += ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
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shotOrigin.y += shooterInfo->animation.rightMissleOffsetY;
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}
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else
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{
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//straight shot
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shotPos.x = shooterPos.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
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shotPos.y = shooterPos.y + 265 + shooterInfo->animation.rightMissleOffsetY;
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assert(0);
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}
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owner->projectilesController->createProjectile(attackingStack, attackedStack, shotPos, destPos);
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owner->projectilesController->createProjectile(attackingStack, attackedStack, shotOrigin, shotTarget);
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}
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//attack animation
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shooting = true;
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if(projectileAngle > straightAngle)
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group = CCreatureAnim::SHOOT_UP;
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else if(projectileAngle < -straightAngle)
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group = CCreatureAnim::SHOOT_DOWN;
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else //straight shot
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group = CCreatureAnim::SHOOT_FRONT;
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return true;
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void CShootingAnimation::emitProjectile()
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{
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//owner->projectilesController->fireStackProjectile(attackingStack);
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projectileEmitted = true;
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}
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void CShootingAnimation::nextFrame()
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{
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if (owner->projectilesController->hasActiveProjectile(attackingStack))
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for(auto & it : pendingAnimations())
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{
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CMovementStartAnimation * anim = dynamic_cast<CMovementStartAnimation *>(it.first);
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CReverseAnimation * anim2 = dynamic_cast<CReverseAnimation *>(it.first);
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if( (anim && anim->stack->ID == stack->ID) || (anim2 && anim2->stack->ID == stack->ID && anim2->priority ) )
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return;
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}
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if (!projectileEmitted)
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{
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const CCreature *shooterInfo = attackingStack->getCreature();
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@ -836,18 +837,15 @@ void CShootingAnimation::nextFrame()
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// animation should be paused if there is an active projectile
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if ( stackAnimation(attackingStack)->getCurrentFrame() >= shooterInfo->animation.attackClimaxFrame )
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{
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owner->projectilesController->fireStackProjectile(attackingStack);//FIXME: should only be called once
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initializeProjectile();
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emitProjectile();
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return;
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}
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}
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for(auto & it : pendingAnimations())
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{
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CMovementStartAnimation * anim = dynamic_cast<CMovementStartAnimation *>(it.first);
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CReverseAnimation * anim2 = dynamic_cast<CReverseAnimation *>(it.first);
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if( (anim && anim->stack->ID == stack->ID) || (anim2 && anim2->stack->ID == stack->ID && anim2->priority ) )
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return;
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}
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if (projectileEmitted && owner->projectilesController->hasActiveProjectile(attackingStack))
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return; // projectile in air, pause animation
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CAttackAnimation::nextFrame();
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}
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@ -855,7 +853,11 @@ void CShootingAnimation::nextFrame()
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void CShootingAnimation::endAnim()
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{
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// FIXME: is this possible? Animation is over but we're yet to fire projectile?
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owner->projectilesController->fireStackProjectile(attackingStack);
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if (!projectileEmitted)
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{
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initializeProjectile();
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emitProjectile();
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}
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// play wall hit/miss sound for catapult attack
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if(!attackedStack)
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@ -207,7 +207,12 @@ protected:
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class CShootingAnimation : public CRangedAttackAnimation
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{
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private:
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bool projectileEmitted;
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int catapultDamage;
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void setAnimationGroup();
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void initializeProjectile();
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void emitProjectile();
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public:
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bool init() override;
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void nextFrame() override;
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@ -30,6 +30,7 @@
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#include "../CVideoHandler.h"
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#include "../Graphics.h"
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#include "../gui/CAnimation.h"
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#include "../gui/CCanvas.h"
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#include "../gui/CCursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/SDL_Extensions.h"
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@ -919,6 +920,8 @@ void CBattleInterface::showAll(SDL_Surface *to)
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void CBattleInterface::show(SDL_Surface *to)
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{
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auto canvas = std::make_shared<CCanvas>(to);
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assert(to);
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SDL_Rect buf;
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@ -942,7 +945,7 @@ void CBattleInterface::show(SDL_Surface *to)
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fieldController->showHighlightedHexes(to);
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showBattlefieldObjects(to);
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projectilesController->showProjectiles(to);
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projectilesController->showProjectiles(canvas);
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if(battleActionsStarted)
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stacksController->updateBattleAnimations();
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@ -14,14 +14,15 @@
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../CGameInfo.h"
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#include "../gui/CAnimation.h"
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#include "../gui/CCanvas.h"
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#include "CBattleInterface.h"
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#include "CBattleSiegeController.h"
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#include "CBattleStacksController.h"
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#include "CCreatureAnimation.h"
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CatapultProjectileInfo::CatapultProjectileInfo(const Point &from, const Point &dest)
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static double calculateCatapultParabolaY(const Point & from, const Point & dest, int x)
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{
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facA = 0.005; // seems to be constant
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double 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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@ -35,163 +36,205 @@ CatapultProjectileInfo::CatapultProjectileInfo(const Point &from, const Point &d
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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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double facB = detB / det;
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double 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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return facA *pow(x, 2.0) + facB *x + facC;
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}
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double CatapultProjectileInfo::calculateY(double x)
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void ProjectileMissile::show(std::shared_ptr<CCanvas> canvas)
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{
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return facA *pow(x, 2.0) + facB *x + facC;
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size_t group = reverse ? 1 : 0;
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auto image = animation->getImage(frameNum, group, true);
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if(image)
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{
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float progress = float(step) / steps;
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Point pos {
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CSDL_Ext::lerp(from.x, dest.x, progress) - image->width() / 2,
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CSDL_Ext::lerp(from.y, dest.y, progress) - image->height() / 2,
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};
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canvas->draw(image, pos);
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}
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++step;
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}
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void ProjectileCatapult::show(std::shared_ptr<CCanvas> canvas)
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{
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size_t group = reverse ? 1 : 0;
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auto image = animation->getImage(frameNum, group, true);
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if(image)
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{
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float progress = float(step) / steps;
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int posX = CSDL_Ext::lerp(from.x, dest.x, progress);
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int posY = calculateCatapultParabolaY(from, dest, posX);
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Point pos(posX, posY);
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canvas->draw(image, pos);
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frameNum = (frameNum + 1) % animation->size(0);
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if (step == steps)
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{
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//TODO: re-enable. Move to ShootingAnimation? What about spells?
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// last step - explosion effect
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//Point explosion_pos = pos + image->dimensions() / 2 - Point(126, 105);
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//owner->addNewAnim( new CEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", animPos.x, animPos.y));
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}
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}
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++step;
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}
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void ProjectileRay::show(std::shared_ptr<CCanvas> canvas)
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{
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float progress = float(step) / steps;
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Point curr {
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CSDL_Ext::lerp(from.x, dest.x, progress),
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CSDL_Ext::lerp(from.y, dest.y, progress),
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};
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Point length = curr - from;
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//select axis to draw ray on, we want angle to be less than 45 degrees so individual sub-rays won't overlap each other
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if (std::abs(length.x) > std::abs(length.y)) // draw in horizontal axis
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{
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int y1 = from.y - rayConfig.size() / 2;
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int y2 = curr.y - rayConfig.size() / 2;
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int x1 = from.x;
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int x2 = curr.x;
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for (size_t i = 0; i < rayConfig.size(); ++i)
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{
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auto ray = rayConfig[i];
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SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1};
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SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2};
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canvas->drawLine(Point(x1, y1 + i), Point(x2, y2+i), beginColor, endColor);
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}
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}
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else // draw in vertical axis
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{
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int x1 = from.x - rayConfig.size() / 2;
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int x2 = curr.x - rayConfig.size() / 2;
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int y1 = from.y;
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int y2 = curr.y;
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for (size_t i = 0; i < rayConfig.size(); ++i)
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{
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auto ray = rayConfig[i];
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SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1};
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SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2};
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canvas->drawLine(Point(x1 + i, y1), Point(x2 + i, y2), beginColor, endColor);
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}
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}
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}
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CBattleProjectileController::CBattleProjectileController(CBattleInterface * owner):
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owner(owner)
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{
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{}
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const CCreature * CBattleProjectileController::getShooter(const CStack * stack)
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{
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const CCreature * creature = stack->getCreature();
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if(creature->idNumber == CreatureID::ARROW_TOWERS)
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creature = owner->siegeController->getTurretCreature();
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if(creature->animation.missleFrameAngles.empty())
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{
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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);
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creature = CGI->creh->objects[CreatureID::ARCHER];
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}
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return creature;
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}
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bool CBattleProjectileController::stackUsesRayProjectile(const CStack * stack)
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{
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return !getShooter(stack)->animation.projectileRay.empty();
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}
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bool CBattleProjectileController::stackUsesMissileProjectile(const CStack * stack)
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{
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return !getShooter(stack)->animation.projectileImageName.empty();
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}
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void CBattleProjectileController::initStackProjectile(const CStack * stack)
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{
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const CCreature * creature;//creature whose shots should be loaded
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if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
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creature = owner->siegeController->getTurretCreature();
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if (!stackUsesMissileProjectile(stack))
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return;
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const CCreature * creature = getShooter(stack);
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std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
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projectile->preload();
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if(projectile->size(1) != 0)
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logAnim->error("Expected empty group 1 in stack projectile");
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else
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creature = stack->getCreature();
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projectile->createFlippedGroup(0, 1);
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if (creature->animation.projectileRay.empty())
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{
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std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
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projectile->preload();
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if(projectile->size(1) != 0)
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logAnim->error("Expected empty group 1 in stack projectile");
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else
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projectile->createFlippedGroup(0, 1);
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idToProjectile[stack->getCreature()->idNumber] = projectile;
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}
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else
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{
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idToRay[stack->getCreature()->idNumber] = creature->animation.projectileRay;
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}
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projectilesCache[creature->animation.projectileImageName] = projectile;
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}
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void CBattleProjectileController::fireStackProjectile(const CStack * stack)
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std::shared_ptr<CAnimation> CBattleProjectileController::getProjectileImage(const CStack * stack)
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{
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for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
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{
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if ( !it->shotDone && it->stackID == stack->ID)
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{
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it->shotDone = true;
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||||
return;
|
||||
}
|
||||
}
|
||||
const CCreature * creature = getShooter(stack);
|
||||
std::string imageName = creature->animation.projectileImageName;
|
||||
|
||||
if (!projectilesCache.count(imageName))
|
||||
initStackProjectile(stack);
|
||||
|
||||
return projectilesCache[imageName];
|
||||
}
|
||||
|
||||
void CBattleProjectileController::showProjectiles(SDL_Surface *to)
|
||||
{
|
||||
assert(to);
|
||||
//void CBattleProjectileController::fireStackProjectile(const CStack * stack)
|
||||
//{
|
||||
// for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
|
||||
// {
|
||||
// if ( !it->shotDone && it->stackID == stack->ID)
|
||||
// {
|
||||
// it->shotDone = true;
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
|
||||
for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
|
||||
|
||||
void CBattleProjectileController::showProjectiles(std::shared_ptr<CCanvas> canvas)
|
||||
{
|
||||
for (auto projectile : projectiles)
|
||||
{
|
||||
// Check if projectile is already visible (shooter animation did the shot)
|
||||
if (!it->shotDone)
|
||||
continue;
|
||||
//if (!it->shotDone)
|
||||
// continue;
|
||||
|
||||
if (idToProjectile.count(it->creID))
|
||||
{
|
||||
size_t group = it->reverse ? 1 : 0;
|
||||
auto image = idToProjectile[it->creID]->getImage(it->frameNum, group, true);
|
||||
projectile->show(canvas);
|
||||
|
||||
if(image)
|
||||
{
|
||||
SDL_Rect dst;
|
||||
dst.h = image->height();
|
||||
dst.w = image->width();
|
||||
dst.x = static_cast<int>(it->x - dst.w / 2);
|
||||
dst.y = static_cast<int>(it->y - dst.h / 2);
|
||||
|
||||
image->draw(to, &dst, nullptr);
|
||||
}
|
||||
}
|
||||
if (idToRay.count(it->creID))
|
||||
{
|
||||
auto const & ray = idToRay[it->creID];
|
||||
|
||||
if (std::abs(it->dx) > std::abs(it->dy)) // draw in horizontal axis
|
||||
{
|
||||
int y1 = it->y0 - ray.size() / 2;
|
||||
int y2 = it->y - ray.size() / 2;
|
||||
|
||||
int x1 = it->x0;
|
||||
int x2 = it->x;
|
||||
|
||||
for (size_t i = 0; i < ray.size(); ++i)
|
||||
{
|
||||
SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1};
|
||||
SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2};
|
||||
|
||||
CSDL_Ext::drawLine(to, x1, y1 + i, x2, y2 + i, beginColor, endColor);
|
||||
}
|
||||
}
|
||||
else // draw in vertical axis
|
||||
{
|
||||
int x1 = it->x0 - ray.size() / 2;
|
||||
int x2 = it->x - ray.size() / 2;
|
||||
|
||||
int y1 = it->y0;
|
||||
int y2 = it->y;
|
||||
|
||||
for (size_t i = 0; i < ray.size(); ++i)
|
||||
{
|
||||
SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1};
|
||||
SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2};
|
||||
|
||||
CSDL_Ext::drawLine(to, x1 + i, y1, x2 + i, y2, beginColor, endColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update projectile
|
||||
++it->step;
|
||||
if (it->step > it->lastStep)
|
||||
{
|
||||
toBeDeleted.insert(toBeDeleted.end(), it);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (it->catapultInfo)
|
||||
{
|
||||
// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
|
||||
it->x += it->dx;
|
||||
it->y = it->catapultInfo->calculateY(it->x);
|
||||
|
||||
++(it->frameNum);
|
||||
it->frameNum %= idToProjectile[it->creID]->size(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Normal projectile, just add the calculated "deltas" to the x and y positions.
|
||||
it->x += it->dx;
|
||||
it->y += it->dy;
|
||||
}
|
||||
}
|
||||
// finished flying
|
||||
if ( projectile->step > projectile->steps)
|
||||
projectile.reset();
|
||||
}
|
||||
|
||||
for (auto & elem : toBeDeleted)
|
||||
projectiles.erase(elem);
|
||||
boost::range::remove( projectiles, std::shared_ptr<ProjectileBase>());
|
||||
}
|
||||
|
||||
bool CBattleProjectileController::hasActiveProjectile(const CStack * stack)
|
||||
{
|
||||
for(auto const & instance : projectiles)
|
||||
{
|
||||
if(instance.creID == stack->getCreature()->idNumber)
|
||||
if(instance->shooterID == stack->getCreature()->idNumber)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@ -199,117 +242,87 @@ bool CBattleProjectileController::hasActiveProjectile(const CStack * stack)
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
void CBattleProjectileController::createProjectile(const CStack * shooter, const CStack * target, Point from, Point dest)
|
||||
{
|
||||
// Get further info about the shooter e.g. relative pos of projectile to unit.
|
||||
// If the creature id is 149 then it's a arrow tower which has no additional info so get the
|
||||
// actual arrow tower shooter instead.
|
||||
const CCreature *shooterInfo = shooter->getCreature();
|
||||
|
||||
if(shooterInfo->idNumber == CreatureID::ARROW_TOWERS)
|
||||
shooterInfo = owner->siegeController->getTurretCreature();
|
||||
std::shared_ptr<ProjectileBase> projectile;
|
||||
|
||||
if(!shooterInfo->animation.missleFrameAngles.size())
|
||||
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..."
|
||||
, shooterInfo->nameSing);
|
||||
|
||||
auto & angles = shooterInfo->animation.missleFrameAngles.size()
|
||||
? shooterInfo->animation.missleFrameAngles
|
||||
: CGI->creh->operator[](CreatureID::ARCHER)->animation.missleFrameAngles;
|
||||
|
||||
// recalculate angle taking in account offsets
|
||||
//projectileAngle = atan2(fabs(destPos.y - spi.y), fabs(destPos.x - spi.x));
|
||||
//if(shooter->position < dest)
|
||||
// projectileAngle = -projectileAngle;
|
||||
|
||||
ProjectileInfo spi;
|
||||
spi.shotDone = false;
|
||||
spi.creID = shooter->getCreature()->idNumber;
|
||||
spi.stackID = shooter->ID;
|
||||
// reverse if creature is facing right OR this is non-existing stack that is not tower (war machines)
|
||||
spi.reverse = shooter ? !owner->stacksController->facingRight(shooter) : shooter->getCreature()->idNumber != CreatureID::ARROW_TOWERS;
|
||||
|
||||
spi.step = 0;
|
||||
spi.frameNum = 0;
|
||||
|
||||
spi.x0 = from.x;
|
||||
spi.y0 = from.y;
|
||||
|
||||
spi.x = from.x;
|
||||
spi.y = from.y;
|
||||
|
||||
if (target)
|
||||
if (!target)
|
||||
{
|
||||
double animSpeed = AnimationControls::getProjectileSpeed(); // flight speed of projectile
|
||||
double distanceSquared = (dest.x - spi.x) * (dest.x - spi.x) + (dest.y - spi.y) * (dest.y - spi.y);
|
||||
double distance = sqrt(distanceSquared);
|
||||
spi.lastStep = std::round(distance / animSpeed);
|
||||
if(spi.lastStep == 0)
|
||||
spi.lastStep = 1;
|
||||
spi.dx = (dest.x - spi.x) / spi.lastStep;
|
||||
spi.dy = (dest.y - spi.y) / spi.lastStep;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Catapult attack
|
||||
spi.catapultInfo.reset(new CatapultProjectileInfo(Point((int)spi.x, (int)spi.y), dest));
|
||||
auto catapultProjectile= new ProjectileCatapult();
|
||||
projectile.reset(catapultProjectile);
|
||||
|
||||
catapultProjectile->animation = getProjectileImage(shooter);
|
||||
catapultProjectile->wallDamageAmount = 0; //FIXME - receive from caller
|
||||
catapultProjectile->frameNum = 0;
|
||||
catapultProjectile->reverse = false;
|
||||
catapultProjectile->step = 0;
|
||||
catapultProjectile->steps = 0;
|
||||
|
||||
double animSpeed = AnimationControls::getProjectileSpeed() / 10;
|
||||
spi.lastStep = static_cast<int>(std::abs((dest.x - spi.x) / animSpeed));
|
||||
spi.dx = animSpeed;
|
||||
spi.dy = 0;
|
||||
|
||||
auto img = idToProjectile[spi.creID]->getImage(0);
|
||||
|
||||
// Add explosion anim
|
||||
Point animPos(dest.x - 126 + img->width() / 2,
|
||||
dest.y - 105 + img->height() / 2);
|
||||
|
||||
//owner->addNewAnim( new CEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", animPos.x, animPos.y));
|
||||
}
|
||||
double pi = std::atan(1)*4;
|
||||
|
||||
//in some cases (known one: hero grants shooter bonus to unit) the shooter stack's projectile may not be properly initialized
|
||||
if (!idToProjectile.count(spi.creID) && !idToRay.count(spi.creID))
|
||||
initStackProjectile(shooter);
|
||||
|
||||
if (idToProjectile.count(spi.creID))
|
||||
{
|
||||
// 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(), idToProjectile.at(spi.creID)->size(0));
|
||||
|
||||
assert(maxFrame > 0);
|
||||
double projectileAngle = atan2(fabs((double)dest.y - from.y), fabs((double)dest.x - from.x));
|
||||
//if(shooter->getPosition() < dest)
|
||||
// projectileAngle = -projectileAngle;
|
||||
|
||||
// values in angles array indicate position from which this frame was rendered, in degrees.
|
||||
// find frame that has closest angle to one that we need for this shot
|
||||
size_t bestID = 0;
|
||||
double bestDiff = fabs( angles[0] / 180 * pi - projectileAngle );
|
||||
|
||||
for (size_t i=1; i<maxFrame; i++)
|
||||
{
|
||||
double currentDiff = fabs( angles[i] / 180 * pi - projectileAngle );
|
||||
if (currentDiff < bestDiff)
|
||||
{
|
||||
bestID = i;
|
||||
bestDiff = currentDiff;
|
||||
}
|
||||
}
|
||||
|
||||
spi.frameNum = static_cast<int>(bestID);
|
||||
}
|
||||
else if (idToRay.count(spi.creID))
|
||||
{
|
||||
// no-op
|
||||
catapultProjectile->steps = std::round(std::abs((dest.x - from.x) / animSpeed));
|
||||
}
|
||||
else
|
||||
{
|
||||
logGlobal->error("Unable to find valid projectile for shooter %d", spi.creID);
|
||||
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->nameSing);
|
||||
}
|
||||
|
||||
if (stackUsesRayProjectile(shooter))
|
||||
{
|
||||
auto rayProjectile = new ProjectileRay();
|
||||
projectile.reset(rayProjectile);
|
||||
|
||||
rayProjectile->rayConfig = shooterInfo->animation.projectileRay;
|
||||
}
|
||||
else if (stackUsesMissileProjectile(shooter))
|
||||
{
|
||||
auto missileProjectile = new ProjectileMissile();
|
||||
projectile.reset(missileProjectile);
|
||||
|
||||
auto & angles = shooterInfo->animation.missleFrameAngles;
|
||||
|
||||
missileProjectile->animation = getProjectileImage(shooter);
|
||||
missileProjectile->reverse = owner->stacksController->facingRight(shooter);
|
||||
|
||||
|
||||
// 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(), missileProjectile->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.
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
missileProjectile->frameNum = bestID;
|
||||
}
|
||||
|
||||
double animSpeed = AnimationControls::getProjectileSpeed(); // flight speed of projectile
|
||||
double distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
|
||||
double distance = sqrt(distanceSquared);
|
||||
projectile->steps = std::round(distance / animSpeed);
|
||||
if(projectile->steps == 0)
|
||||
projectile->steps = 1;
|
||||
}
|
||||
|
||||
// Set projectile animation start delay which is specified in frames
|
||||
projectiles.push_back(spi);
|
||||
projectile->from = from;
|
||||
projectile->dest = dest;
|
||||
projectile->shooterID = shooter->ID;
|
||||
projectile->step = 0;
|
||||
|
||||
projectiles.push_back(projectile);
|
||||
}
|
||||
|
@ -10,56 +10,80 @@
|
||||
#pragma once
|
||||
|
||||
#include "../../lib/CCreatureHandler.h"
|
||||
#include "../gui/Geometries.h"
|
||||
|
||||
struct Point;
|
||||
struct SDL_Surface;
|
||||
class CAnimation;
|
||||
class CCanvas;
|
||||
class CStack;
|
||||
class CBattleInterface;
|
||||
|
||||
/// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
|
||||
struct CatapultProjectileInfo
|
||||
/// Small struct which contains information about the position and the velocity of a projectile
|
||||
struct ProjectileBase
|
||||
{
|
||||
CatapultProjectileInfo(const Point &from, const Point &dest);
|
||||
virtual ~ProjectileBase() = default;
|
||||
virtual void show(std::shared_ptr<CCanvas> canvas) = 0;
|
||||
|
||||
double facA, facB, facC;
|
||||
Point from; // initial position on the screen
|
||||
Point dest; // target position on the screen
|
||||
|
||||
double calculateY(double x);
|
||||
int step; // current step counter
|
||||
int steps; // total number of steps/frames to show
|
||||
int shooterID; // ID of shooter stack
|
||||
};
|
||||
|
||||
/// Small struct which contains information about the position and the velocity of a projectile
|
||||
struct ProjectileInfo
|
||||
struct ProjectileMissile : ProjectileBase
|
||||
{
|
||||
double x0, y0; //initial position on the screen
|
||||
double x, y; //position on the screen
|
||||
double dx, dy; //change in position in one step
|
||||
int step, lastStep; //to know when finish showing this projectile
|
||||
int creID; //ID of creature that shot this projectile
|
||||
int stackID; //ID of stack
|
||||
int frameNum; //frame to display form projectile animation
|
||||
//bool spin; //if true, frameNum will be increased
|
||||
bool shotDone; // actual shot already done, projectile is flying
|
||||
bool reverse; //if true, projectile will be flipped by vertical asix
|
||||
std::shared_ptr<CatapultProjectileInfo> catapultInfo; // holds info about the parabolic trajectory of the cannon
|
||||
void show(std::shared_ptr<CCanvas> canvas) override;
|
||||
|
||||
std::shared_ptr<CAnimation> animation;
|
||||
int frameNum; // frame to display from projectile animation
|
||||
bool reverse; // if true, projectile will be flipped by vertical axis
|
||||
};
|
||||
|
||||
struct ProjectileCatapult : ProjectileMissile
|
||||
{
|
||||
void show(std::shared_ptr<CCanvas> canvas) override;
|
||||
|
||||
int wallDamageAmount;
|
||||
};
|
||||
|
||||
struct ProjectileRay : ProjectileBase
|
||||
{
|
||||
void show(std::shared_ptr<CCanvas> canvas) override;
|
||||
|
||||
std::vector<CCreature::CreatureAnimation::RayColor> rayConfig;
|
||||
};
|
||||
|
||||
class CBattleProjectileController
|
||||
{
|
||||
CBattleInterface * owner;
|
||||
|
||||
std::map<int, std::shared_ptr<CAnimation>> idToProjectile;
|
||||
std::map<int, std::vector<CCreature::CreatureAnimation::RayColor>> idToRay;
|
||||
/// all projectiles loaded during current battle
|
||||
std::map<std::string, std::shared_ptr<CAnimation>> projectilesCache;
|
||||
|
||||
std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
|
||||
// std::map<int, std::shared_ptr<CAnimation>> idToProjectile;
|
||||
// std::map<int, std::vector<CCreature::CreatureAnimation::RayColor>> idToRay;
|
||||
|
||||
/// projectiles currently flying on battlefield
|
||||
std::vector<std::shared_ptr<ProjectileBase>> projectiles;
|
||||
|
||||
std::shared_ptr<CAnimation> getProjectileImage(const CStack * stack);
|
||||
void initStackProjectile(const CStack * stack);
|
||||
|
||||
bool stackUsesRayProjectile(const CStack * stack);
|
||||
bool stackUsesMissileProjectile(const CStack * stack);
|
||||
|
||||
void showProjectile(std::shared_ptr<CCanvas> canvas, std::shared_ptr<ProjectileBase> projectile);
|
||||
|
||||
const CCreature * getShooter(const CStack * stack);
|
||||
public:
|
||||
CBattleProjectileController(CBattleInterface * owner);
|
||||
|
||||
void showProjectiles(SDL_Surface *to);
|
||||
void initStackProjectile(const CStack * stack);
|
||||
void fireStackProjectile(const CStack * stack);
|
||||
void showProjectiles(std::shared_ptr<CCanvas> canvas);
|
||||
//void fireStackProjectile(const CStack * stack);
|
||||
|
||||
bool hasActiveProjectile(const CStack * stack);
|
||||
|
||||
void createProjectile(const CStack * shooter, const CStack * target, Point from, Point dest);
|
||||
};
|
||||
|
@ -199,12 +199,6 @@ void CBattleStacksController::stackAdded(const CStack * stack)
|
||||
creAnims[stack->ID]->pos.y = coords.y;
|
||||
creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
|
||||
creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
|
||||
|
||||
//loading projectiles for units
|
||||
if(stack->isShooter())
|
||||
{
|
||||
owner->projectilesController->initStackProjectile(stack);
|
||||
}
|
||||
}
|
||||
|
||||
void CBattleStacksController::setActiveStack(const CStack *stack)
|
||||
|
@ -40,6 +40,11 @@ void CCanvas::draw(std::shared_ptr<CCanvas> image, const Point & pos)
|
||||
image->copyTo(surface, pos);
|
||||
}
|
||||
|
||||
void CCanvas::drawLine(const Point & from, const Point & dest, const SDL_Color & colorFrom, const SDL_Color & colorDest)
|
||||
{
|
||||
CSDL_Ext::drawLine(surface, from.x, from.y, dest.x, dest.y, colorFrom, colorDest);
|
||||
}
|
||||
|
||||
void CCanvas::copyTo(SDL_Surface * to, const Point & pos)
|
||||
{
|
||||
blitAt(to, pos.x, pos.y, surface);
|
||||
|
@ -9,6 +9,7 @@
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
struct SDL_Color;
|
||||
struct SDL_Surface;
|
||||
struct Point;
|
||||
class IImage;
|
||||
@ -30,6 +31,9 @@ public:
|
||||
// renders another canvas onto this canvas
|
||||
void draw(std::shared_ptr<CCanvas> image, const Point & pos);
|
||||
|
||||
// renders continuous, 1-pixel wide line with color gradient
|
||||
void drawLine(const Point & from, const Point & dest, const SDL_Color & colorFrom, const SDL_Color & colorDest);
|
||||
|
||||
// for compatibility, copies content of this canvas onto SDL_Surface
|
||||
void copyTo(SDL_Surface * to, const Point & pos);
|
||||
};
|
||||
|
@ -362,23 +362,17 @@ void CSDL_Ext::update(SDL_Surface * what)
|
||||
logGlobal->error("%s SDL_UpdateTexture %s", __FUNCTION__, SDL_GetError());
|
||||
}
|
||||
|
||||
template<typename Int>
|
||||
Int lerp(Int a, Int b, float f)
|
||||
{
|
||||
return a + std::round((b - a) * f);
|
||||
}
|
||||
|
||||
static void drawLineX(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2)
|
||||
{
|
||||
for(int x = x1; x <= x2; x++)
|
||||
{
|
||||
float f = float(x - x1) / float(x2 - x1);
|
||||
int y = lerp(y1, y2, f);
|
||||
int y = CSDL_Ext::lerp(y1, y2, f);
|
||||
|
||||
uint8_t r = lerp(color1.r, color2.r, f);
|
||||
uint8_t g = lerp(color1.g, color2.g, f);
|
||||
uint8_t b = lerp(color1.b, color2.b, f);
|
||||
uint8_t a = lerp(color1.a, color2.a, f);
|
||||
uint8_t r = CSDL_Ext::lerp(color1.r, color2.r, f);
|
||||
uint8_t g = CSDL_Ext::lerp(color1.g, color2.g, f);
|
||||
uint8_t b = CSDL_Ext::lerp(color1.b, color2.b, f);
|
||||
uint8_t a = CSDL_Ext::lerp(color1.a, color2.a, f);
|
||||
|
||||
Uint8 *p = CSDL_Ext::getPxPtr(sur, x, y);
|
||||
ColorPutter<4, 0>::PutColor(p, r,g,b,a);
|
||||
@ -390,12 +384,12 @@ static void drawLineY(SDL_Surface * sur, int x1, int y1, int x2, int y2, const S
|
||||
for(int y = y1; y <= y2; y++)
|
||||
{
|
||||
float f = float(y - y1) / float(y2 - y1);
|
||||
int x = lerp(x1, x2, f);
|
||||
int x = CSDL_Ext::lerp(x1, x2, f);
|
||||
|
||||
uint8_t r = lerp(color1.r, color2.r, f);
|
||||
uint8_t g = lerp(color1.g, color2.g, f);
|
||||
uint8_t b = lerp(color1.b, color2.b, f);
|
||||
uint8_t a = lerp(color1.a, color2.a, f);
|
||||
uint8_t r = CSDL_Ext::lerp(color1.r, color2.r, f);
|
||||
uint8_t g = CSDL_Ext::lerp(color1.g, color2.g, f);
|
||||
uint8_t b = CSDL_Ext::lerp(color1.b, color2.b, f);
|
||||
uint8_t a = CSDL_Ext::lerp(color1.a, color2.a, f);
|
||||
|
||||
Uint8 *p = CSDL_Ext::getPxPtr(sur, x, y);
|
||||
ColorPutter<4, 0>::PutColor(p, r,g,b,a);
|
||||
|
@ -49,6 +49,12 @@ inline bool isShiftKeyDown()
|
||||
}
|
||||
namespace CSDL_Ext
|
||||
{
|
||||
template<typename Int>
|
||||
Int lerp(Int a, Int b, float f)
|
||||
{
|
||||
return a + std::round((b - a) * f);
|
||||
}
|
||||
|
||||
//todo: should this better be assignment operator?
|
||||
STRONG_INLINE void colorAssign(SDL_Color & dest, const SDL_Color & source)
|
||||
{
|
||||
|
Loading…
x
Reference in New Issue
Block a user