/**
**  Calculate parabolic trajectories.
**
**  @param missile  Missile pointer.
**
**  @return         1 if target is reached, 0 otherwise
**
**  @todo Find good values for ZprojToX and Y
*/
static int ParabolicMissile(Missile &missile)
{
	int k;        // Coefficient of the parabol.
	int zprojToX; // Projection of Z axis on axis X.
	int zprojToY; // Projection of Z axis on axis Y.
	int z;        // should be missile.Z later.

	k = -2048; //-1024; // Should be initialised by an other method (computed with distance...)
	zprojToX = 4;
	zprojToY = 1024;
	if (MissileInitMove(missile) == 1) {
		return 1;
	}
	Assert(missile.Type != NULL);
	const PixelPos orig_pos = missile.position;
	Assert(missile.TotalStep != 0);
	const PixelPos diff = (missile.destination - missile.source);
	missile.position = missile.source + diff * missile.CurrentStep / missile.TotalStep;

	Assert(k != 0);
	z = missile.CurrentStep * (missile.TotalStep - missile.CurrentStep) / k;
	// Until Z is used for drawing, modify X and Y.
	missile.position.x += z * zprojToX / 64;
	missile.position.y += z * zprojToY / 64;
	missile.MissileNewHeadingFromXY(missile.position - orig_pos);
	if (missile.Type->Smoke.Missile && missile.CurrentStep) {
		const PixelPos position = missile.position + missile.Type->size / 2;
		MakeMissile(*missile.Type->Smoke.Missile, position, position);
	}
	if (missile.Type->SmokeParticle && missile.CurrentStep) {
		const PixelPos position = missile.position + missile.Type->size / 2;
		missile.Type->SmokeParticle->pushPreamble();
		missile.Type->SmokeParticle->pushInteger(position.x);
		missile.Type->SmokeParticle->pushInteger(position.y);
		missile.Type->SmokeParticle->run();
	}
	if (missile.Type->Pierce) {
		MissileHandlePierce(missile, Map.MapPixelPosToTilePos(missile.position));
	}
	return 0;
}
Exemple #2
0
/**
**  Init the move.
**
**  @param missile  missile to initialise for movement.
**
**  @return         true if goal is reached, false else.
*/
bool MissileInitMove(Missile &missile)
{
	const PixelPos heading = missile.destination - missile.position;

	missile.MissileNewHeadingFromXY(heading);
	if (!(missile.State & 1)) {
		missile.CurrentStep = 0;
		missile.TotalStep = 0;
		if (heading.x == 0 && heading.y == 0) {
			return true;
		}
		// initialize
		missile.TotalStep = Distance(missile.source, missile.destination);
		missile.State++;
		return false;
	}
	Assert(missile.TotalStep != 0);
	missile.CurrentStep += missile.Type->Speed;
	if (missile.CurrentStep >= missile.TotalStep) {
		missile.position = missile.destination;
		return true;
	}
	return false;
}
/**
**  Handle point to point missile.
**
**  @param missile  Missile pointer.
**
**  @return         true if goal is reached, false else.
*/
bool PointToPointMissile(Missile &missile)
{
	MissileInitMove(missile);
	if (missile.TotalStep == 0) {
		return true;
	}
	Assert(missile.Type != NULL);
	Assert(missile.TotalStep != 0);

	const PixelPos diff = (missile.destination - missile.source);
	const PixelPrecise sign(diff.x >= 0 ? 1.0 : -1.0, diff.y >= 0 ? 1.0 : -1.0); // Remember sign to move into correct direction
	const PixelPrecise oldPos((double)missile.position.x, (double)missile.position.y); // Remember old position
	PixelPrecise pos(oldPos);
	missile.position = missile.source + diff * missile.CurrentStep / missile.TotalStep;

	for (; pos.x * sign.x <= missile.position.x * sign.x
		 && pos.y * sign.y <= missile.position.y * sign.y;
		 pos.x += (double)diff.x * missile.Type->SmokePrecision / missile.TotalStep,
		 pos.y += (double)diff.y * missile.Type->SmokePrecision / missile.TotalStep) {
		const PixelPos position((int)pos.x + missile.Type->size.x / 2,
								(int)pos.y + missile.Type->size.y / 2);

		if (missile.Type->Smoke.Missile && (missile.CurrentStep || missile.State > 1)) {
			Missile *smoke = MakeMissile(*missile.Type->Smoke.Missile, position, position);
			if (smoke && smoke->Type->NumDirections > 1) {
				smoke->MissileNewHeadingFromXY(diff);
			}
		}

		if (missile.Type->SmokeParticle && (missile.CurrentStep || missile.State > 1)) {
			missile.Type->SmokeParticle->pushPreamble();
			missile.Type->SmokeParticle->pushInteger(position.x);
			missile.Type->SmokeParticle->pushInteger(position.y);
			missile.Type->SmokeParticle->run();
		}

		if (missile.Type->Pierce) {
			const PixelPos posInt((int)pos.x, (int)pos.y);
			MissileHandlePierce(missile, Map.MapPixelPosToTilePos(posInt));
		}
	}

	// Handle wall blocking and kill first enemy
	for (pos = oldPos; pos.x * sign.x <= missile.position.x * sign.x
		 && pos.y * sign.y <= missile.position.y * sign.y;
		 pos.x += (double)diff.x / missile.TotalStep,
		 pos.y += (double)diff.y / missile.TotalStep) {
		const PixelPos position((int)pos.x + missile.Type->size.x / 2,
								(int)pos.y + missile.Type->size.y / 2);
		const Vec2i tilePos(Map.MapPixelPosToTilePos(position));

		if (Map.Info.IsPointOnMap(tilePos) && MissileHandleBlocking(missile, position)) {
			return true;
		}
		if (missile.Type->MissileStopFlags) {
			if (!Map.Info.IsPointOnMap(tilePos)) { // gone outside
				missile.TTL = 0;
				return false;
			}
			const CMapField &mf = *Map.Field(tilePos);
			if (missile.Type->MissileStopFlags & mf.Flags) { // incompatible terrain
				missile.position = position;
				missile.MissileHit();
				missile.TTL = 0;
				return false;
			}
		}
	}

	if (missile.CurrentStep == missile.TotalStep) {
		missile.position = missile.destination;
		return true;
	}
	return false;
}
/* virtual */ void CAnimation_SpawnMissile::Action(CUnit &unit, int &/*move*/, int /*scale*/) const
{
	Assert(unit.Anim.Anim == this);

	const int startx = ParseAnimInt(&unit, this->startXStr.c_str());
	const int starty = ParseAnimInt(&unit, this->startYStr.c_str());
	const int destx = ParseAnimInt(&unit, this->destXStr.c_str());
	const int desty = ParseAnimInt(&unit, this->destYStr.c_str());
	const int flags = ParseAnimFlags(unit, this->flagsStr.c_str());
	const int offsetnum = ParseAnimInt(&unit, this->offsetNumStr.c_str());
	const CUnit *goal = flags & ANIM_SM_RELTARGET ? unit.CurrentOrder()->GetGoal() : &unit;
	const int dir = ((goal->Direction + NextDirection / 2) & 0xFF) / NextDirection;
	const PixelPos moff = goal->Type->MissileOffsets[dir][!offsetnum ? 0 : offsetnum - 1];
	PixelPos start;
	PixelPos dest;
	MissileType *mtype = MissileTypeByIdent(this->missileTypeStr);
	if (mtype == NULL) {
		return;
	}

	if (!goal || goal->Destroyed) {
		return;
	}
	if ((flags & ANIM_SM_PIXEL)) {
		start.x = goal->tilePos.x * PixelTileSize.x + goal->IX + moff.x + startx;
		start.y = goal->tilePos.y * PixelTileSize.y + goal->IY + moff.y + starty;
	} else {
		start.x = (goal->tilePos.x + startx) * PixelTileSize.x + PixelTileSize.x / 2 + moff.x;
		start.y = (goal->tilePos.y + starty) * PixelTileSize.y + PixelTileSize.y / 2 + moff.y;
	}
	if ((flags & ANIM_SM_TOTARGET)) {
		CUnit *target = goal->CurrentOrder()->GetGoal();
		if (!target || target->Destroyed) {
			Assert(!mtype->AlwaysFire || mtype->Range);
			if (!target && mtype->AlwaysFire == false) {
				return;
			}
		}
		if (!target) {
			if (goal->CurrentAction() == UnitActionAttack || goal->CurrentAction() == UnitActionAttackGround) {
				COrder_Attack &order = *static_cast<COrder_Attack *>(goal->CurrentOrder());
				dest = Map.TilePosToMapPixelPos_Center(order.GetGoalPos());
			} else if (goal->CurrentAction() == UnitActionSpellCast) {
				COrder_SpellCast &order = *static_cast<COrder_SpellCast *>(goal->CurrentOrder());
				dest = Map.TilePosToMapPixelPos_Center(order.GetGoalPos());
			}
			if (flags & ANIM_SM_PIXEL) {
				dest.x += destx;
				dest.y += desty;
			} else {
				dest.x += destx * PixelTileSize.x;
				dest.y += desty * PixelTileSize.y;
			}
		} else if (flags & ANIM_SM_PIXEL) {
			dest.x = target->GetMapPixelPosCenter().x + destx;
			dest.y = target->GetMapPixelPosCenter().y + desty;
		} else {
			dest.x = (target->tilePos.x + destx) * PixelTileSize.x;
			dest.y = (target->tilePos.y + desty) * PixelTileSize.y;
			dest += target->Type->GetPixelSize() / 2;
		}
	} else {
		if ((flags & ANIM_SM_PIXEL)) {
			dest.x = goal->GetMapPixelPosCenter().x + destx;
			dest.y = goal->GetMapPixelPosCenter().y + desty;
		} else {
			dest.x = (goal->tilePos.x + destx) * PixelTileSize.x;
			dest.y = (goal->tilePos.y + desty) * PixelTileSize.y;
			dest += goal->Type->GetPixelSize() / 2;
		}
	}
	Vec2i destTilePos = Map.MapPixelPosToTilePos(dest);
	const int dist = goal->MapDistanceTo(destTilePos);
	if ((flags & ANIM_SM_RANGED) && !(flags & ANIM_SM_PIXEL)
		&& dist > goal->Stats->Variables[ATTACKRANGE_INDEX].Max
		&& dist < goal->Type->MinAttackRange) {
	} else {
		Missile *missile = MakeMissile(*mtype, start, dest);
		if (flags & ANIM_SM_SETDIRECTION) {
			PixelPos posd;
			posd.x = Heading2X[goal->Direction / NextDirection];
			posd.y = Heading2Y[goal->Direction / NextDirection];
			missile->MissileNewHeadingFromXY(posd);
		}
		if (flags & ANIM_SM_DAMAGE) {
			missile->SourceUnit = &unit;
		}
		if (flags & ANIM_SM_TOTARGET) {
			missile->TargetUnit = goal->CurrentOrder()->GetGoal();
		}
	}
}
Exemple #5
0
/**
**  Calculate parabolic trajectories.
**
**  @param missile  Missile pointer.
**
**  @return         true if target is reached, false otherwise
**
**  @todo Find good values for ZprojToX and Y
*/
static bool ParabolicMissile(Missile &missile)
{
	// Should be initialised by an other method (computed with distance...)
	const double k = -missile.Type->ParabolCoefficient; // Coefficient of the parabol.
	const double zprojToX = 4.0;    // Projection of Z axis on axis X.
	const double zprojToY = 1024.0; // Projection of Z axis on axis Y.
	double z;        // should be missile.Z later.

	MissileInitMove(missile);
	if (missile.TotalStep == 0) {
		return true;
	}
	Assert(missile.Type != NULL);
	const PixelPos orig_pos = missile.position;
	Assert(missile.TotalStep != 0);
	const PixelPos diff = (missile.destination - missile.source);
	const PixelPrecise sign(diff.x >= 0 ? 1 : -1, diff.y >= 0 ? 1 : -1); // Remember sign to move into correct direction
	PixelPrecise pos(missile.position.x, missile.position.y); // Remember old position
	missile.position = missile.source + diff * missile.CurrentStep / missile.TotalStep;

	Assert(k != 0);
	z = (double)missile.CurrentStep * (missile.TotalStep - missile.CurrentStep) / k;
	// Until Z is used for drawing, modify X and Y.
	missile.position.x += (int)(z * zprojToX / 64.0);
	missile.position.y += (int)(z * zprojToY / 64.0);
	missile.MissileNewHeadingFromXY(missile.position - orig_pos);
	for (; pos.x * sign.x <= missile.position.x * sign.x
		 && pos.y * sign.y <= missile.position.y * sign.y;
		 pos.x += (double)diff.x * missile.Type->SmokePrecision / missile.TotalStep,
		 pos.y += (double)diff.y * missile.Type->SmokePrecision / missile.TotalStep) {

		if (missile.Type->Smoke.Missile && missile.CurrentStep) {
			const PixelPos position((int)pos.x + missile.Type->size.x / 2,
									(int)pos.y + missile.Type->size.y / 2);
			Missile *smoke = MakeMissile(*missile.Type->Smoke.Missile, position, position);
			if (smoke && smoke->Type->NumDirections > 1) {
				smoke->MissileNewHeadingFromXY(diff);
			}
		}

		if (missile.Type->SmokeParticle && missile.CurrentStep) {
			const PixelPos position((int)pos.x + missile.Type->size.x / 2,
									(int)pos.y + missile.Type->size.y / 2);
			missile.Type->SmokeParticle->pushPreamble();
			missile.Type->SmokeParticle->pushInteger(position.x);
			missile.Type->SmokeParticle->pushInteger(position.y);
			missile.Type->SmokeParticle->run();
		}

		if (missile.Type->Pierce) {
			const PixelPos position((int)pos.x, (int)pos.y);
			MissileHandlePierce(missile, Map.MapPixelPosToTilePos(position));
		}
	}

	if (missile.CurrentStep == missile.TotalStep) {
		missile.position = missile.destination;
		return true;
	}
	return false;
}