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333 lines
9.8 KiB
C++
333 lines
9.8 KiB
C++
/*
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* CBattleProjectileController.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CBattleProjectileController.h"
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#include "../gui/Geometries.h"
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#include "../../lib/CStack.h"
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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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static double calculateCatapultParabolaY(const Point & from, const Point & dest, int x)
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{
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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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double eq[2][3] = {
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{ static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
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{ static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
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};
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// solve system via determinants
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double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
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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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double facB = detB / det;
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double facC = detC / det;
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return facA *pow(x, 2.0) + facB *x + facC;
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}
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void ProjectileMissile::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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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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++step;
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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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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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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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projectile->createFlippedGroup(0, 1);
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projectilesCache[creature->animation.projectileImageName] = projectile;
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}
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std::shared_ptr<CAnimation> CBattleProjectileController::getProjectileImage(const CStack * stack)
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{
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const CCreature * creature = getShooter(stack);
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std::string imageName = creature->animation.projectileImageName;
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if (!projectilesCache.count(imageName))
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initStackProjectile(stack);
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return projectilesCache[imageName];
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}
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void CBattleProjectileController::emitStackProjectile(const CStack * stack)
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{
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for (auto projectile : projectiles)
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{
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if ( !projectile->playing && projectile->shooterID == stack->ID)
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{
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projectile->playing = true;
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return;
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}
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}
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}
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void CBattleProjectileController::showProjectiles(std::shared_ptr<CCanvas> canvas)
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{
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for ( auto it = projectiles.begin(); it != projectiles.end();)
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{
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auto projectile = *it;
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// Check if projectile is already visible (shooter animation did the shot)
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//if (!it->shotDone)
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// continue;
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if ( projectile->playing )
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projectile->show(canvas);
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// finished flying
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if ( projectile->step > projectile->steps)
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it = projectiles.erase(it);
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else
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it++;
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}
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}
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bool CBattleProjectileController::hasActiveProjectile(const CStack * stack)
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{
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for(auto const & instance : projectiles)
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{
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if(instance->shooterID == stack->ID)
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{
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return true;
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}
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}
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return false;
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}
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void CBattleProjectileController::createProjectile(const CStack * shooter, const CStack * target, Point from, Point dest)
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{
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const CCreature *shooterInfo = shooter->getCreature();
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std::shared_ptr<ProjectileBase> projectile;
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if (!target)
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{
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auto catapultProjectile= new ProjectileCatapult();
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projectile.reset(catapultProjectile);
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catapultProjectile->animation = getProjectileImage(shooter);
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catapultProjectile->wallDamageAmount = 0; //FIXME - receive from caller
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catapultProjectile->frameNum = 0;
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catapultProjectile->reverse = false;
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catapultProjectile->step = 0;
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catapultProjectile->steps = 0;
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double animSpeed = AnimationControls::getProjectileSpeed() / 10;
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catapultProjectile->steps = std::round(std::abs((dest.x - from.x) / animSpeed));
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}
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else
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{
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if (stackUsesRayProjectile(shooter) && stackUsesMissileProjectile(shooter))
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{
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logAnim->error("Mod error: Creature '%s' has both missile and ray projectiles configured. Mod should be fixed. Using ray projectile configuration...", shooterInfo->nameSing);
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}
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if (stackUsesRayProjectile(shooter))
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{
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auto rayProjectile = new ProjectileRay();
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projectile.reset(rayProjectile);
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rayProjectile->rayConfig = shooterInfo->animation.projectileRay;
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}
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else if (stackUsesMissileProjectile(shooter))
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{
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auto missileProjectile = new ProjectileMissile();
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projectile.reset(missileProjectile);
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auto & angles = shooterInfo->animation.missleFrameAngles;
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missileProjectile->animation = getProjectileImage(shooter);
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missileProjectile->reverse = !owner->stacksController->facingRight(shooter);
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// only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used
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size_t maxFrame = std::min<size_t>(angles.size(), missileProjectile->animation->size(0));
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assert(maxFrame > 0);
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double projectileAngle = -atan2(dest.y - from.y, std::abs(dest.x - from.x));
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// values in angles array indicate position from which this frame was rendered, in degrees.
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// 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
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// find frame that has closest angle to one that we need for this shot
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int bestID = 0;
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double bestDiff = fabs( angles[0] / 180 * M_PI - projectileAngle );
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for (int i=1; i<maxFrame; i++)
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{
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double currentDiff = fabs( angles[i] / 180 * M_PI - projectileAngle );
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if (currentDiff < bestDiff)
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{
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bestID = i;
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bestDiff = currentDiff;
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}
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}
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missileProjectile->frameNum = bestID;
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}
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double animSpeed = AnimationControls::getProjectileSpeed(); // flight speed of projectile
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double distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
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double distance = sqrt(distanceSquared);
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projectile->steps = std::round(distance / animSpeed);
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if(projectile->steps == 0)
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projectile->steps = 1;
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}
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projectile->from = from;
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projectile->dest = dest;
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projectile->shooterID = shooter->ID;
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projectile->step = 0;
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projectile->playing = false;
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projectiles.push_back(projectile);
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}
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