/* * CBattleProjectileController.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CBattleProjectileController.h" #include "../gui/Geometries.h" #include "../../lib/CStack.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../CGameInfo.h" #include "../gui/CAnimation.h" #include "../gui/CCanvas.h" #include "CBattleInterface.h" #include "CBattleSiegeController.h" #include "CBattleStacksController.h" #include "CCreatureAnimation.h" static double calculateCatapultParabolaY(const Point & from, const Point & dest, int x) { double facA = 0.005; // seems to be constant // system of 2 linear equations, solutions of which are missing coefficients // for quadratic equation a*x*x + b*x + c double eq[2][3] = { { static_cast(from.x), 1.0, from.y - facA*from.x*from.x }, { static_cast(dest.x), 1.0, dest.y - facA*dest.x*dest.x } }; // solve system via determinants double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1]; double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1]; double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2]; double facB = detB / det; double facC = detC / det; return facA *pow(x, 2.0) + facB *x + facC; } void ProjectileMissile::show(std::shared_ptr canvas) { size_t group = reverse ? 1 : 0; auto image = animation->getImage(frameNum, group, true); if(image) { float progress = float(step) / steps; Point pos { CSDL_Ext::lerp(from.x, dest.x, progress) - image->width() / 2, CSDL_Ext::lerp(from.y, dest.y, progress) - image->height() / 2, }; canvas->draw(image, pos); } ++step; } void ProjectileCatapult::show(std::shared_ptr canvas) { size_t group = reverse ? 1 : 0; auto image = animation->getImage(frameNum, group, true); if(image) { float progress = float(step) / steps; int posX = CSDL_Ext::lerp(from.x, dest.x, progress); int posY = calculateCatapultParabolaY(from, dest, posX); Point pos(posX, posY); canvas->draw(image, pos); frameNum = (frameNum + 1) % animation->size(0); } ++step; } void ProjectileRay::show(std::shared_ptr canvas) { float progress = float(step) / steps; Point curr { CSDL_Ext::lerp(from.x, dest.x, progress), CSDL_Ext::lerp(from.y, dest.y, progress), }; Point length = curr - from; //select axis to draw ray on, we want angle to be less than 45 degrees so individual sub-rays won't overlap each other if (std::abs(length.x) > std::abs(length.y)) // draw in horizontal axis { int y1 = from.y - rayConfig.size() / 2; int y2 = curr.y - rayConfig.size() / 2; int x1 = from.x; int x2 = curr.x; for (size_t i = 0; i < rayConfig.size(); ++i) { auto ray = rayConfig[i]; SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1}; SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2}; canvas->drawLine(Point(x1, y1 + i), Point(x2, y2+i), beginColor, endColor); } } else // draw in vertical axis { int x1 = from.x - rayConfig.size() / 2; int x2 = curr.x - rayConfig.size() / 2; int y1 = from.y; int y2 = curr.y; for (size_t i = 0; i < rayConfig.size(); ++i) { auto ray = rayConfig[i]; SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1}; SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2}; canvas->drawLine(Point(x1 + i, y1), Point(x2 + i, y2), beginColor, endColor); } } ++step; } CBattleProjectileController::CBattleProjectileController(CBattleInterface * owner): owner(owner) {} const CCreature * CBattleProjectileController::getShooter(const CStack * stack) { const CCreature * creature = stack->getCreature(); if(creature->idNumber == CreatureID::ARROW_TOWERS) creature = owner->siegeController->getTurretCreature(); if(creature->animation.missleFrameAngles.empty()) { 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); creature = CGI->creh->objects[CreatureID::ARCHER]; } return creature; } bool CBattleProjectileController::stackUsesRayProjectile(const CStack * stack) { return !getShooter(stack)->animation.projectileRay.empty(); } bool CBattleProjectileController::stackUsesMissileProjectile(const CStack * stack) { return !getShooter(stack)->animation.projectileImageName.empty(); } void CBattleProjectileController::initStackProjectile(const CStack * stack) { if (!stackUsesMissileProjectile(stack)) return; const CCreature * creature = getShooter(stack); std::shared_ptr projectile = std::make_shared(creature->animation.projectileImageName); projectile->preload(); if(projectile->size(1) != 0) logAnim->error("Expected empty group 1 in stack projectile"); else projectile->createFlippedGroup(0, 1); projectilesCache[creature->animation.projectileImageName] = projectile; } std::shared_ptr CBattleProjectileController::getProjectileImage(const CStack * stack) { const CCreature * creature = getShooter(stack); std::string imageName = creature->animation.projectileImageName; if (!projectilesCache.count(imageName)) initStackProjectile(stack); return projectilesCache[imageName]; } void CBattleProjectileController::emitStackProjectile(const CStack * stack) { for (auto projectile : projectiles) { if ( !projectile->playing && projectile->shooterID == stack->ID) { projectile->playing = true; return; } } } void CBattleProjectileController::showProjectiles(std::shared_ptr canvas) { for ( auto it = projectiles.begin(); it != projectiles.end();) { auto projectile = *it; // Check if projectile is already visible (shooter animation did the shot) //if (!it->shotDone) // continue; if ( projectile->playing ) projectile->show(canvas); // finished flying if ( projectile->step > projectile->steps) it = projectiles.erase(it); else it++; } } bool CBattleProjectileController::hasActiveProjectile(const CStack * stack) { for(auto const & instance : projectiles) { if(instance->shooterID == stack->ID) { return true; } } return false; } void CBattleProjectileController::createProjectile(const CStack * shooter, const CStack * target, Point from, Point dest) { const CCreature *shooterInfo = getShooter(shooter); std::shared_ptr projectile; if (!target) { 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; //catapultProjectile->steps = std::round(std::abs((dest.x - from.x) / animSpeed)); } else { 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(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. // possible range is 90 ... -90, where projectile for +90 will be used for shooting upwards, +0 for shots towards right and -90 for downwards shots // 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; iframeNum = bestID; } } double animSpeed = AnimationControls::getProjectileSpeed(); // flight speed of projectile if (!target) animSpeed *= 0.2; // catapult attack needs slower speed 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; projectile->from = from; projectile->dest = dest; projectile->shooterID = shooter->ID; projectile->step = 0; projectile->playing = false; projectiles.push_back(projectile); }