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vcmi/client/battle/BattleProjectileController.h

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/*
* BattleSiegeController.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../../lib/CCreatureHandler.h"
#include "../../lib/Point.h"
#include "../../lib/filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
class CSpell;
VCMI_LIB_NAMESPACE_END
class CAnimation;
class Canvas;
class BattleInterface;
/// Base class for projectiles
struct ProjectileBase
{
virtual ~ProjectileBase() = default;
virtual void show(Canvas & canvas) = 0;
virtual void tick(uint32_t msPassed) = 0;
Point from; // initial position on the screen
Point dest; // target position on the screen
float progress; // current position of projectile on from->dest line
float speed; // how much progress is gained per second
int shooterID; // ID of shooter stack
bool playing; // if set to true, projectile animation is playing, e.g. flying to target
};
/// Projectile for most shooters - render pre-selected frame moving in straight line from origin to destination
struct ProjectileMissile : ProjectileBase
{
void show(Canvas & canvas) override;
void tick(uint32_t msPassed) override;
std::shared_ptr<CAnimation> animation;
int frameNum; // frame to display from projectile animation
bool reverse; // if true, projectile will be flipped by vertical axis
};
/// Projectile for spell - render animation moving in straight line from origin to destination
struct ProjectileAnimatedMissile : ProjectileMissile
{
void tick(uint32_t msPassed) override;
float frameProgress;
};
/// Projectile for catapult - render spinning projectile moving at parabolic trajectory to its destination
struct ProjectileCatapult : ProjectileBase
{
void show(Canvas & canvas) override;
void tick(uint32_t msPassed) override;
std::shared_ptr<CAnimation> animation;
float frameProgress;
};
/// Projectile for mages/evil eye - render ray expanding from origin position to destination
struct ProjectileRay : ProjectileBase
{
void show(Canvas & canvas) override;
void tick(uint32_t msPassed) override;
std::vector<CCreature::CreatureAnimation::RayColor> rayConfig;
};
/// Class that manages all ongoing projectiles in the game
/// ... even though in H3 only 1 projectile can be on screen at any point of time
class BattleProjectileController
{
BattleInterface & owner;
/// all projectiles loaded during current battle
std::map<AnimationPath, std::shared_ptr<CAnimation>> projectilesCache;
/// projectiles currently flying on battlefield
std::vector<std::shared_ptr<ProjectileBase>> projectiles;
std::shared_ptr<CAnimation> getProjectileImage(const CStack * stack);
std::shared_ptr<CAnimation> createProjectileImage(const AnimationPath & path );
void initStackProjectile(const CStack * stack);
bool stackUsesRayProjectile(const CStack * stack) const;
bool stackUsesMissileProjectile(const CStack * stack) const;
void showProjectile(Canvas & canvas, std::shared_ptr<ProjectileBase> projectile);
const CCreature & getShooter(const CStack * stack) const;
int computeProjectileFrameID( Point from, Point dest, const CStack * stack);
float computeProjectileFlightTime( Point from, Point dest, double speed);
public:
BattleProjectileController(BattleInterface & owner);
/// renders all currently active projectiles
void render(Canvas & canvas);
/// updates positioning / animations of all projectiles
void tick(uint32_t msPassed);
/// returns true if stack has projectile that is yet to hit target
bool hasActiveProjectile(const CStack * stack, bool emittedOnly) const;
/// starts rendering previously created projectile
void emitStackProjectile(const CStack * stack);
/// creates (but not emits!) projectile and initializes it based on parameters
void createProjectile(const CStack * shooter, Point from, Point dest);
void createSpellProjectile(const CStack * shooter, Point from, Point dest, const CSpell * spell);
void createCatapultProjectile(const CStack * shooter, Point from, Point dest);
};