Exemple #1
0
/**
 * calculateTrajectory.
 * @return the objectnumber(0-3) or unit(4) or out of map (5) or -1(no line of fire)
 */
int Projectile::calculateTrajectory(double accuracy)
{
	Position originVoxel, targetVoxel;
	Tile *targetTile = 0;
	int direction;		
	int dirYshift[24] = {1, 3, 9, 15, 15, 13, 7, 1,  1, 1, 7, 13, 15, 15, 9, 3,  1, 2, 8, 14, 15, 14, 8, 2};
	int dirXshift[24] = {9, 15, 15, 13, 8, 1, 1, 3,  7, 13, 15, 15, 9, 3, 1, 1,  8, 14, 15, 14, 8, 2, 1, 2};
	int offset = 0;

	originVoxel = Position(_origin.x*16, _origin.y*16, _origin.z*24);
	BattleUnit *bu = _action.actor;
	
	if (bu->getArmor()->getSize() > 1)
	{
		offset = 16;
	}
	else if(_action.weapon == _action.weapon->getOwner()->getItem("STR_LEFT_HAND") && !_action.weapon->getRules()->isTwoHanded())
	{
		offset = 8;
	}

	// take into account soldier height and terrain level if the projectile is launched from a soldier
	if (_action.actor->getPosition() == _origin)
	{
		// calculate offset of the starting point of the projectile
		originVoxel.z += -_save->getTile(_origin)->getTerrainLevel();

		originVoxel.z += bu->getHeight() + bu->getFloatHeight();
		originVoxel.z -= 4;
		if (originVoxel.z >= (_origin.z + 1)*24)
		{
			_origin.z++;
		}
		direction = bu->getDirection();
		if (bu->getTurretType() != -1)
			direction = bu->getTurretDirection();
		originVoxel.x += dirXshift[direction+offset]*bu->getArmor()->getSize();
		originVoxel.y += dirYshift[direction+offset]*bu->getArmor()->getSize();
	}
	else
	{
		// don't take into account soldier height and terrain level if the projectile is not launched from a soldier(from a waypoint)
		originVoxel.x += 8;
		originVoxel.y += 8;
		originVoxel.z += 12;
	}

	if (_action.type == BA_LAUNCH || (SDL_GetModState() & KMOD_CTRL) != 0)
	{
		// target nothing, targets the middle of the tile
		targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + 12);
	}
	else
	{
		// determine the target voxel.
		// aim at the center of the unit, the object, the walls or the floor (in that priority)
		// if there is no LOF to the center, try elsewhere (more outward).
		// Store this target voxel.
		targetTile = _save->getTile(_action.target);
		Position hitPos;
		int test = -1;
		if (targetTile->getUnit() != 0)
		{
			if (_origin == _action.target || targetTile->getUnit() == _action.actor)
			{
				// don't shoot at yourself but shoot at the floor
				targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24);
			}
			else
			{
				_save->getTileEngine()->canTargetUnit(&originVoxel, targetTile, &targetVoxel, bu);
			}
		}
		else if (targetTile->getMapData(MapData::O_OBJECT) != 0)
		{
			if (!_save->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_OBJECT, &targetVoxel, bu))
			{
				targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + 10);
			}
		}
		else if (targetTile->getMapData(MapData::O_NORTHWALL) != 0)
		{
			if (!_save->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_NORTHWALL, &targetVoxel, bu))
			{
				targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16, _action.target.z*24 + 9);
			}
		}
		else if (targetTile->getMapData(MapData::O_WESTWALL) != 0)
		{
			if (!_save->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_WESTWALL, &targetVoxel, bu))
			{
				targetVoxel = Position(_action.target.x*16, _action.target.y*16 + 8, _action.target.z*24 + 9);
			}
		}
		else if (targetTile->getMapData(MapData::O_FLOOR) != 0)
		{
			if (!_save->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_FLOOR, &targetVoxel, bu))
			{
				targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24);
			}
		}
		else
		{
			// target nothing, targets the middle of the tile
			targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + 10);
		}
		test = _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, false, &_trajectory, bu);
		if (test == 4 && !_trajectory.empty())
		{
			hitPos = Position(_trajectory.at(0).x/16, _trajectory.at(0).y/16, _trajectory.at(0).z/24);
			if (_save->getTile(hitPos) && _save->getTile(hitPos)->getUnit() == 0) //no unit? must be lower
			{
				hitPos = Position(hitPos.x, hitPos.y, hitPos.z-1);
			}
		}
		if (test != -1 && !_trajectory.empty() && _action.actor->getFaction() == FACTION_PLAYER && _action.autoShotCounter == 1)
		{
			//skip already estimated hitPos
			if (test != 4)
			{
				hitPos = Position(_trajectory.at(0).x/16, _trajectory.at(0).y/16, _trajectory.at(0).z/24);
			}
			if (hitPos != _action.target && _action.result == "")
			{
				if (test == 2)
				{
					if (hitPos.y - 1 == _action.target.y)
					{
						_trajectory.clear();
						return _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, true, &_trajectory, bu);
					}
				}
				if (test == 1)
				{
					if (hitPos.x - 1 == _action.target.x)
					{
						_trajectory.clear();
						return _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, true, &_trajectory, bu);
					}
				}
				_trajectory.clear();
				return -1;
			}
		}
		_trajectory.clear();
	}

	// apply some accuracy modifiers (todo: calculate this)
	// This will results in a new target voxel
	if (_action.type != BA_LAUNCH)
		applyAccuracy(originVoxel, &targetVoxel, accuracy, false, targetTile);

	// finally do a line calculation and store this trajectory.
	return _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, true, &_trajectory, bu);
}
Exemple #2
0
/**
 * calculateTrajectory.
 * @return true when a trajectory is possible.
 */
bool Projectile::calculateTrajectory(double accuracy)
{
	Position originVoxel, targetVoxel;
	int direction;
	int dirYshift[8] = {1, 1, 8, 15, 15, 15, 8, 1 };
	int dirXshift[8] = {8, 14, 15, 15, 8, 1, 1, 1 };
	// large units : x2

	originVoxel = Position(_origin.x*16, _origin.y*16, _origin.z*24);
	originVoxel.z += -_save->getTile(_origin)->getTerrainLevel();
	BattleUnit *bu = _save->getTile(_origin)->getUnit();
	originVoxel.z += bu->isKneeled()?bu->getUnit()->getKneelHeight():bu->getUnit()->getStandHeight();
	originVoxel.z -= 3;
	if (originVoxel.z >= (_origin.z + 1)*24)
	{
		_origin.z++;
	}
	direction = bu->getDirection();
	originVoxel.x += dirXshift[direction];
	originVoxel.y += 15-dirYshift[direction];

	// determine the target voxel.
	// aim at the center of the unit, the object, the walls or the floor (in that priority)
	// if there is no LOF to the center, try elsewhere (more outward).
	// Store this target voxel.
	Tile *tile = _save->getTile(_target);
	if (tile->getUnit() != 0)
	{
		if (_origin == _target)
		{
			targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24);
		}
		else
		{
			targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24 + tile->getUnit()->getUnit()->getStandHeight()/2);
		}
	}
	else if (tile->getMapData(O_OBJECT) != 0)
	{
		targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24 + 10);
	}
	else if (tile->getMapData(O_NORTHWALL) != 0)
	{
		targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 16, _target.z*24 + 10);
	}
	else if (tile->getMapData(O_WESTWALL) != 0)
	{
		targetVoxel = Position(_target.x*16, _target.y*16 + 8, _target.z*24 + 10);
	}
	else if (tile->getMapData(O_FLOOR) != 0)
	{
		targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24);
	}
	else
	{
		return false; // no line of fire
	}

	// apply some accuracy modifiers (todo: calculate this)
	// This will results in a new target voxel
	applyAccuracy(originVoxel, &targetVoxel, accuracy);

	// finally do a line calculation and store this trajectory.
	_save->getTerrainModifier()->calculateLine(originVoxel, targetVoxel, true, &_trajectory, bu);

	return true;
}
Exemple #3
0
/**
 * calculateTrajectory.
 * @return the objectnumber(0-3) or unit(4) or out of map (5) or -1(no line of fire)
 */
int Projectile::calculateTrajectory(double accuracy)
{
	Position originVoxel, targetVoxel;
	int direction;
	int dirYshift[8] = {1, 1, 8, 15, 15, 15, 8, 1 };
	int dirXshift[8] = {8, 14, 15, 15, 8, 1, 1, 1 };
	// large units : x2

	originVoxel = Position(_origin.x*16, _origin.y*16, _origin.z*24);
	originVoxel.z += -_save->getTile(_origin)->getTerrainLevel();
	BattleUnit *bu = _save->getTile(_origin)->getUnit();
	originVoxel.z += bu->getHeight();
	originVoxel.z -= 3;
	if (originVoxel.z >= (_origin.z + 1)*24)
	{
		_origin.z++;
	}
	direction = bu->getDirection();
	originVoxel.x += dirXshift[direction];
	originVoxel.y += dirYshift[direction];
	// determine the target voxel.
	// aim at the center of the unit, the object, the walls or the floor (in that priority)
	// if there is no LOF to the center, try elsewhere (more outward).
	// Store this target voxel.
	Tile *tile = _save->getTile(_action.target);
	if (tile->getUnit() != 0)
	{
		if (_origin == _action.target)
		{
			// don't shoot at yourself but shoot at the floor
			targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24);
		}
		else
		{
			// first try is at half the unit height
			targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + tile->getUnit()->getUnit()->getStandHeight()/2);
			int test = _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, false, &_trajectory, bu);
			_trajectory.clear();
			if (test != 4)
			{
				// did not hit a unit, try at different heights (for ex: unit behind a window can only be hit in the head)
				targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + (tile->getUnit()->getUnit()->getStandHeight()*3)/4);
				test = _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, false, &_trajectory, bu);
				_trajectory.clear();
			}
		}
	}
	else if (tile->getMapData(MapData::O_OBJECT) != 0)
	{
		targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + 10);
	}
	else if (tile->getMapData(MapData::O_NORTHWALL) != 0)
	{
		targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16, _action.target.z*24 + 10);
	}
	else if (tile->getMapData(MapData::O_WESTWALL) != 0)
	{
		targetVoxel = Position(_action.target.x*16, _action.target.y*16 + 8, _action.target.z*24 + 10);
	}
	else if (tile->getMapData(MapData::O_FLOOR) != 0)
	{
		targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24);
	}
	else
	{
		return -1; // no line of fire
	}

	// apply some accuracy modifiers (todo: calculate this)
	// This will results in a new target voxel
	applyAccuracy(originVoxel, &targetVoxel, accuracy);

	// finally do a line calculation and store this trajectory.
	return _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, true, &_trajectory, bu);
}