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							- /*
 
-  * 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);
 
- };
 
 
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