/* * BattleProjectileController.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 "BattleProjectileController.h" #include "BattleInterface.h" #include "BattleSiegeController.h" #include "BattleStacksController.h" #include "CreatureAnimation.h" #include "../render/CAnimation.h" #include "../render/Canvas.h" #include "../render/IRenderHandler.h" #include "../gui/CGuiHandler.h" #include "../CGameInfo.h" #include "../../lib/CStack.h" #include "../../lib/mapObjects/CGTownInstance.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(Canvas & canvas) { size_t group = reverse ? 1 : 0; auto image = animation->getImage(frameNum, group, true); if(image) { Point pos { vstd::lerp(from.x, dest.x, progress) - image->width() / 2, vstd::lerp(from.y, dest.y, progress) - image->height() / 2, }; canvas.draw(image, pos); } } void ProjectileMissile::tick(uint32_t msPassed) { float timePassed = msPassed / 1000.f; progress += timePassed * speed; } void ProjectileAnimatedMissile::tick(uint32_t msPassed) { ProjectileMissile::tick(msPassed); frameProgress += AnimationControls::getSpellEffectSpeed() * msPassed / 1000; size_t animationSize = animation->size(reverse ? 1 : 0); while (frameProgress > animationSize) frameProgress -= animationSize; frameNum = std::floor(frameProgress); } void ProjectileCatapult::tick(uint32_t msPassed) { frameProgress += AnimationControls::getSpellEffectSpeed() * msPassed / 1000; float timePassed = msPassed / 1000.f; progress += timePassed * speed; } void ProjectileCatapult::show(Canvas & canvas) { int frameCounter = std::floor(frameProgress); int frameIndex = (frameCounter + 1) % animation->size(0); auto image = animation->getImage(frameIndex, 0, true); if(image) { int posX = vstd::lerp(from.x, dest.x, progress); int posY = calculateCatapultParabolaY(from, dest, posX); Point pos(posX, posY); canvas.draw(image, pos); } } void ProjectileRay::show(Canvas & canvas) { Point curr { vstd::lerp(from.x, dest.x, progress), vstd::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]; canvas.drawLine(Point(x1, y1 + i), Point(x2, y2+i), ray.start, ray.end); } } 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]; canvas.drawLine(Point(x1 + i, y1), Point(x2 + i, y2), ray.start, ray.end); } } } void ProjectileRay::tick(uint32_t msPassed) { float timePassed = msPassed / 1000.f; progress += timePassed * speed; } BattleProjectileController::BattleProjectileController(BattleInterface & owner): owner(owner) {} const CCreature & BattleProjectileController::getShooter(const CStack * stack) const { const CCreature * creature = stack->unitType(); if(creature->getId() == CreatureID::ARROW_TOWERS) creature = owner.siegeController->getTurretCreature(stack->initialPosition); if(creature->animation.missileFrameAngles.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->getNameSingularTranslated()); creature = CreatureID(CreatureID::ARCHER).toCreature(); } return *creature; } bool BattleProjectileController::stackUsesRayProjectile(const CStack * stack) const { return !getShooter(stack).animation.projectileRay.empty(); } bool BattleProjectileController::stackUsesMissileProjectile(const CStack * stack) const { return !getShooter(stack).animation.projectileImageName.empty(); } void BattleProjectileController::initStackProjectile(const CStack * stack) { if (!stackUsesMissileProjectile(stack)) return; const CCreature & creature = getShooter(stack); projectilesCache[creature.animation.projectileImageName] = createProjectileImage(creature.animation.projectileImageName); } std::shared_ptr BattleProjectileController::createProjectileImage(const AnimationPath & path ) { std::shared_ptr projectile = GH.renderHandler().loadAnimation(path, EImageBlitMode::COLORKEY); if(projectile->size(1) != 0) logAnim->error("Expected empty group 1 in stack projectile"); else projectile->createFlippedGroup(0, 1); return projectile; } std::shared_ptr BattleProjectileController::getProjectileImage(const CStack * stack) { const CCreature & creature = getShooter(stack); AnimationPath imageName = creature.animation.projectileImageName; if (!projectilesCache.count(imageName)) initStackProjectile(stack); return projectilesCache[imageName]; } void BattleProjectileController::emitStackProjectile(const CStack * stack) { int stackID = stack ? stack->unitId() : -1; for (auto projectile : projectiles) { if ( !projectile->playing && projectile->shooterID == stackID) { projectile->playing = true; return; } } } void BattleProjectileController::render(Canvas & canvas) { for ( auto projectile: projectiles) { if ( projectile->playing ) projectile->show(canvas); } } void BattleProjectileController::tick(uint32_t msPassed) { for ( auto projectile: projectiles) { if ( projectile->playing ) projectile->tick(msPassed); } vstd::erase_if(projectiles, [&](const std::shared_ptr & projectile){ return projectile->progress > 1.0f; }); } bool BattleProjectileController::hasActiveProjectile(const CStack * stack, bool emittedOnly) const { int stackID = stack ? stack->unitId() : -1; for(auto const & instance : projectiles) { if(instance->shooterID == stackID && (instance->playing || !emittedOnly)) { return true; } } return false; } float BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed) { float distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y); float distance = sqrt(distanceSquared); assert(distance > 1.f); return animSpeed / std::max( 1.f, distance); } int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack) { const CCreature & creature = getShooter(stack); auto & angles = creature.animation.missileFrameAngles; auto animation = getProjectileImage(stack); // 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(), 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; ianimation = getProjectileImage(shooter); catapultProjectile->progress = 0; catapultProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed()); catapultProjectile->from = from; catapultProjectile->dest = dest; catapultProjectile->shooterID = shooter->unitId(); catapultProjectile->playing = false; catapultProjectile->frameProgress = 0.f; projectiles.push_back(std::shared_ptr(catapultProjectile)); } void BattleProjectileController::createProjectile(const CStack * shooter, Point from, Point dest) { const CCreature & shooterInfo = getShooter(shooter); std::shared_ptr projectile; 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.getNameSingularTranslated()); } if (stackUsesRayProjectile(shooter)) { auto rayProjectile = new ProjectileRay(); projectile.reset(rayProjectile); rayProjectile->rayConfig = shooterInfo.animation.projectileRay; rayProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getRayProjectileSpeed()); } else if (stackUsesMissileProjectile(shooter)) { auto missileProjectile = new ProjectileMissile(); projectile.reset(missileProjectile); missileProjectile->animation = getProjectileImage(shooter); missileProjectile->reverse = !owner.stacksController->facingRight(shooter); missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter); missileProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed()); } projectile->from = from; projectile->dest = dest; projectile->shooterID = shooter->unitId(); projectile->progress = 0; projectile->playing = false; projectiles.push_back(projectile); } void BattleProjectileController::createSpellProjectile(const CStack * shooter, Point from, Point dest, const CSpell * spell) { double projectileAngle = std::abs(atan2(dest.x - from.x, dest.y - from.y)); AnimationPath animToDisplay = spell->animationInfo.selectProjectile(projectileAngle); assert(!animToDisplay.empty()); if(!animToDisplay.empty()) { auto projectile = new ProjectileAnimatedMissile(); projectile->animation = createProjectileImage(animToDisplay); projectile->frameProgress = 0; projectile->frameNum = 0; projectile->reverse = from.x > dest.x; projectile->from = from; projectile->dest = dest; projectile->shooterID = shooter ? shooter->unitId() : -1; projectile->progress = 0; projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed()); projectile->playing = false; projectiles.push_back(std::shared_ptr(projectile)); } }