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vcmi/client/battle/CBattleProjectileController.h

110 lines
3.4 KiB
C++

/*
* CBattleSiegeController.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 "../gui/Geometries.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
class CSpell;
VCMI_LIB_NAMESPACE_END
struct Point;
struct SDL_Surface;
class CAnimation;
class CCanvas;
class CBattleInterface;
/// Small struct which contains information about the position and the velocity of a projectile
struct ProjectileBase
{
virtual ~ProjectileBase() = default;
virtual void show(std::shared_ptr<CCanvas> canvas) = 0;
Point from; // initial position on the screen
Point dest; // target position on the screen
int step; // current step counter
int steps; // total number of steps/frames to show
int shooterID; // ID of shooter stack
bool playing; // if set to true, projectile animation is playing, e.g. flying to target
};
struct ProjectileMissile : ProjectileBase
{
void show(std::shared_ptr<CCanvas> canvas) 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
};
struct ProjectileAnimatedMissile : ProjectileMissile
{
void show(std::shared_ptr<CCanvas> canvas) override;
float frameProgress;
};
struct ProjectileCatapult : ProjectileBase
{
void show(std::shared_ptr<CCanvas> canvas) override;
std::shared_ptr<CAnimation> animation;
int frameNum; // frame to display from projectile animation
};
struct ProjectileRay : ProjectileBase
{
void show(std::shared_ptr<CCanvas> canvas) override;
std::vector<CCreature::CreatureAnimation::RayColor> rayConfig;
};
class CBattleProjectileController
{
CBattleInterface * owner;
/// all projectiles loaded during current battle
std::map<std::string, std::shared_ptr<CAnimation>> projectilesCache;
// std::map<int, std::shared_ptr<CAnimation>> idToProjectile;
// std::map<int, std::vector<CCreature::CreatureAnimation::RayColor>> idToRay;
/// 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 std::string & path );
void initStackProjectile(const CStack * stack);
bool stackUsesRayProjectile(const CStack * stack);
bool stackUsesMissileProjectile(const CStack * stack);
void showProjectile(std::shared_ptr<CCanvas> canvas, std::shared_ptr<ProjectileBase> projectile);
const CCreature * getShooter(const CStack * stack);
int computeProjectileFrameID( Point from, Point dest, const CStack * stack);
int computeProjectileFlightTime( Point from, Point dest, double speed);
public:
CBattleProjectileController(CBattleInterface * owner);
void showProjectiles(std::shared_ptr<CCanvas> canvas);
bool hasActiveProjectile(const CStack * stack);
void emitStackProjectile(const CStack * stack);
void createProjectile(const CStack * shooter, const CStack * target, Point from, Point dest);
void createSpellProjectile(const CStack * shooter, const CStack * target, Point from, Point dest, const CSpell * spell);
void createCatapultProjectile(const CStack * shooter, Point from, Point dest);
};