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https://github.com/vcmi/vcmi.git
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36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
387 lines
11 KiB
C++
387 lines
11 KiB
C++
/*
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* BattleProjectileController.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 "BattleProjectileController.h"
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#include "BattleInterface.h"
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#include "BattleSiegeController.h"
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#include "BattleStacksController.h"
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#include "CreatureAnimation.h"
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#include "../render/CAnimation.h"
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#include "../render/Canvas.h"
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#include "../render/IRenderHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../CGameInfo.h"
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#include "../../lib/CStack.h"
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#include "../../lib/mapObjects/CGTownInstance.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(Canvas & 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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Point pos {
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vstd::lerp(from.x, dest.x, progress) - image->width() / 2,
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vstd::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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}
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void ProjectileMissile::tick(uint32_t msPassed)
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{
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float timePassed = msPassed / 1000.f;
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progress += timePassed * speed;
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}
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void ProjectileAnimatedMissile::tick(uint32_t msPassed)
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{
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ProjectileMissile::tick(msPassed);
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frameProgress += AnimationControls::getSpellEffectSpeed() * msPassed / 1000;
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size_t animationSize = animation->size(reverse ? 1 : 0);
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while (frameProgress > animationSize)
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frameProgress -= animationSize;
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frameNum = std::floor(frameProgress);
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}
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void ProjectileCatapult::tick(uint32_t msPassed)
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{
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frameProgress += AnimationControls::getSpellEffectSpeed() * msPassed / 1000;
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float timePassed = msPassed / 1000.f;
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progress += timePassed * speed;
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}
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void ProjectileCatapult::show(Canvas & canvas)
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{
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int frameCounter = std::floor(frameProgress);
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int frameIndex = (frameCounter + 1) % animation->size(0);
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auto image = animation->getImage(frameIndex, 0, true);
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if(image)
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{
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int posX = vstd::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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}
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}
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void ProjectileRay::show(Canvas & canvas)
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{
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Point curr {
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vstd::lerp(from.x, dest.x, progress),
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vstd::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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canvas.drawLine(Point(x1, y1 + i), Point(x2, y2+i), ray.start, ray.end);
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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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canvas.drawLine(Point(x1 + i, y1), Point(x2 + i, y2), ray.start, ray.end);
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}
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}
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}
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void ProjectileRay::tick(uint32_t msPassed)
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{
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float timePassed = msPassed / 1000.f;
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progress += timePassed * speed;
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}
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BattleProjectileController::BattleProjectileController(BattleInterface & owner):
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owner(owner)
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{}
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const CCreature & BattleProjectileController::getShooter(const CStack * stack) const
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{
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const CCreature * creature = stack->unitType();
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if(creature->getId() == CreatureID::ARROW_TOWERS)
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creature = owner.siegeController->getTurretCreature(stack->initialPosition);
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if(creature->animation.missileFrameAngles.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->getNameSingularTranslated());
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creature = CreatureID(CreatureID::ARCHER).toCreature();
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}
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return *creature;
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}
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bool BattleProjectileController::stackUsesRayProjectile(const CStack * stack) const
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{
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return !getShooter(stack).animation.projectileRay.empty();
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}
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bool BattleProjectileController::stackUsesMissileProjectile(const CStack * stack) const
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{
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return !getShooter(stack).animation.projectileImageName.empty();
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}
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void BattleProjectileController::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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projectilesCache[creature.animation.projectileImageName] = createProjectileImage(creature.animation.projectileImageName);
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}
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std::shared_ptr<CAnimation> BattleProjectileController::createProjectileImage(const AnimationPath & path )
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{
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std::shared_ptr<CAnimation> projectile = GH.renderHandler().loadAnimation(path, EImageBlitMode::COLORKEY);
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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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return projectile;
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}
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std::shared_ptr<CAnimation> BattleProjectileController::getProjectileImage(const CStack * stack)
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{
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const CCreature & creature = getShooter(stack);
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AnimationPath 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 BattleProjectileController::emitStackProjectile(const CStack * stack)
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{
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int stackID = stack ? stack->unitId() : -1;
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for (auto projectile : projectiles)
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{
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if ( !projectile->playing && projectile->shooterID == stackID)
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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 BattleProjectileController::render(Canvas & canvas)
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{
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for ( auto projectile: projectiles)
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{
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if ( projectile->playing )
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projectile->show(canvas);
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}
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}
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void BattleProjectileController::tick(uint32_t msPassed)
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{
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for ( auto projectile: projectiles)
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{
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if ( projectile->playing )
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projectile->tick(msPassed);
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}
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vstd::erase_if(projectiles, [&](const std::shared_ptr<ProjectileBase> & projectile){
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return projectile->progress > 1.0f;
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});
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}
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bool BattleProjectileController::hasActiveProjectile(const CStack * stack, bool emittedOnly) const
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{
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int stackID = stack ? stack->unitId() : -1;
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for(auto const & instance : projectiles)
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{
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if(instance->shooterID == stackID && (instance->playing || !emittedOnly))
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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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float BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
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{
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float distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
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float distance = sqrt(distanceSquared);
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assert(distance > 1.f);
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return animSpeed / std::max( 1.f, distance);
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}
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int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
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{
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const CCreature & creature = getShooter(stack);
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auto & angles = creature.animation.missileFrameAngles;
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auto animation = getProjectileImage(stack);
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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(), 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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return bestID;
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}
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void BattleProjectileController::createCatapultProjectile(const CStack * shooter, Point from, Point dest)
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{
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auto catapultProjectile = new ProjectileCatapult();
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catapultProjectile->animation = getProjectileImage(shooter);
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catapultProjectile->progress = 0;
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catapultProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
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catapultProjectile->from = from;
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catapultProjectile->dest = dest;
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catapultProjectile->shooterID = shooter->unitId();
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catapultProjectile->playing = false;
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catapultProjectile->frameProgress = 0.f;
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projectiles.push_back(std::shared_ptr<ProjectileBase>(catapultProjectile));
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}
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void BattleProjectileController::createProjectile(const CStack * shooter, Point from, Point dest)
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{
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const CCreature & shooterInfo = getShooter(shooter);
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std::shared_ptr<ProjectileBase> projectile;
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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.getNameSingularTranslated());
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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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rayProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getRayProjectileSpeed());
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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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missileProjectile->animation = getProjectileImage(shooter);
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missileProjectile->reverse = !owner.stacksController->facingRight(shooter);
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missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
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missileProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
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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->unitId();
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projectile->progress = 0;
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projectile->playing = false;
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projectiles.push_back(projectile);
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}
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void BattleProjectileController::createSpellProjectile(const CStack * shooter, Point from, Point dest, const CSpell * spell)
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{
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double projectileAngle = std::abs(atan2(dest.x - from.x, dest.y - from.y));
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AnimationPath animToDisplay = spell->animationInfo.selectProjectile(projectileAngle);
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assert(!animToDisplay.empty());
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if(!animToDisplay.empty())
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{
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auto projectile = new ProjectileAnimatedMissile();
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projectile->animation = createProjectileImage(animToDisplay);
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projectile->frameProgress = 0;
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projectile->frameNum = 0;
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projectile->reverse = from.x > dest.x;
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projectile->from = from;
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projectile->dest = dest;
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projectile->shooterID = shooter ? shooter->unitId() : -1;
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projectile->progress = 0;
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projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
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projectile->playing = false;
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projectiles.push_back(std::shared_ptr<ProjectileBase>(projectile));
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}
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}
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