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* CHexFieldControl renamed to CClickableHex * CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h * Removed unused project files * Added VCMI_client filters file for VS 2010 * Gathered common parts of StdInc.h in Global.h * Boost.Spirit has been included in PCH for ERM project * StopWatch renamed to CStopWatch * GuiBase.cpp split up in UIFramework/...
192 lines
7.1 KiB
C++
192 lines
7.1 KiB
C++
#include "StdInc.h"
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#include <boost/math/constants/constants.hpp>
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#include "CShootingAnimation.h"
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#include "../../lib/BattleState.h"
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#include "CBattleInterface.h"
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#include "CCreatureAnimation.h"
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#include "../CGameInfo.h"
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#include "../../lib/CTownHandler.h"
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#include "CMovementStartAnimation.h"
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#include "CReverseAnimation.h"
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#include "CSpellEffectAnimation.h"
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#include "CClickableHex.h"
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bool CShootingAnimation::init()
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{
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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()->getType() == 5)
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{
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endAnim();
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return false;
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}
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// Create the projectile animation
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double projectileAngle; //in radians; if positive, projectiles goes up
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double straightAngle = 0.2; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
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int fromHex = shooter->position;
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projectileAngle = atan2(static_cast<double>(abs(dest - fromHex) / GameConstants::BFIELD_WIDTH), static_cast<double>(abs(dest - fromHex) % GameConstants::BFIELD_WIDTH));
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if(fromHex < dest)
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projectileAngle = -projectileAngle;
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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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if (shooterInfo->idNumber == 149)
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{
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int creID = CGI->creh->factionToTurretCreature[owner->siegeH->town->town->typeID];
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shooterInfo = CGI->creh->creatures[creID];
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}
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SProjectileInfo spi;
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spi.creID = shooter->getCreature()->idNumber;
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spi.stackID = shooter->ID;
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spi.reverse = !shooter->attackerOwned;
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spi.step = 0;
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spi.frameNum = 0;
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if(vstd::contains(CGI->creh->idToProjectileSpin, shooterInfo->idNumber))
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spi.spin = CGI->creh->idToProjectileSpin[shooterInfo->idNumber];
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else
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{
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tlog2 << "Warning - no projectile spin for spi.creID " << shooterInfo->idNumber << std::endl;
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spi.spin = false;
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}
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SPoint xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner);
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SPoint destcoord;
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// The "master" point where all projectile positions relate to.
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static const SPoint projectileOrigin(181, 252);
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if (attackedStack)
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{
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destcoord = CClickableHex::getXYUnitAnim(dest, false, attackedStack, owner);
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destcoord.x += 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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double animSpeed = 23.0 * owner->getAnimSpeed(); // flight speed of projectile
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spi.lastStep = static_cast<int>(sqrt(static_cast<double>((destcoord.x - spi.x) * (destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.y - spi.y))) / animSpeed);
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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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// 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<SCatapultSProjectileInfo*> trajectoryCurves = boost::assign::list_of<SCatapultSProjectileInfo*>(new SCatapultSProjectileInfo(4.309, -3.198, 569.2, -296, 182))
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(new SCatapultSProjectileInfo(4.710, -3.11, 558.68, -258, 175))(new SCatapultSProjectileInfo(5.056, -3.003, 546.9, -236, 174))
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(new SCatapultSProjectileInfo(4.760, -2.74, 526.47, -216, 215))(new SCatapultSProjectileInfo(4.288, -2.496, 508.98, -223, 274))
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(new SCatapultSProjectileInfo(3.683, -3.018, 558.39, -324, 176))(new SCatapultSProjectileInfo(2.884, -2.607, 528.95, -366, 312))
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(new SCatapultSProjectileInfo(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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double animSpeed = 3.318 * owner->getAnimSpeed();
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spi.lastStep = static_cast<int>((spi.catapultInfo->toX - spi.catapultInfo->fromX) / animSpeed);
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spi.dx = animSpeed;
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spi.dy = 0;
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spi.x = xycoord.x + 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 = static_cast<int>(spi.x + spi.lastStep * spi.dx);
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int yEnd = static_cast<int>(spi.catapultInfo->calculateY(xEnd));
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owner->addNewAnim( new CSpellEffectAnimation(owner, "SGEXPL.DEF", xEnd - 126, yEnd - 105));
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}
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}
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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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}
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else
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{
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double pi = boost::math::constants::pi<double>();
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spi.frameNum = static_cast<int>(((pi / 2.0 - projectileAngle) / (2.0 * pi) + 1/(static_cast<double>(2*(owner->idToProjectile[spi.creID]->ourImages.size()-1)))) * (owner->idToProjectile[spi.creID]->ourImages.size()-1));
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}
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// Set projectile animation start delay which is specified in frames
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spi.animStartDelay = shooterInfo->attackClimaxFrame;
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owner->projectiles.push_back(spi);
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//attack animation
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shooting = true;
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if(projectileAngle > straightAngle) //upper shot
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group = CCreatureAnim::SHOOT_UP;
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else if(projectileAngle < -straightAngle) //lower shot
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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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}
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void CShootingAnimation::nextFrame()
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{
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for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
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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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CAttackAnimation::nextFrame();
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}
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void CShootingAnimation::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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CShootingAnimation::CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, SBattleHex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg)
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: CAttackAnimation(_owner, attacker, _dest, _attacked), catapultDamage(_catapultDmg), catapult(_catapult)
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{
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} |