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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);
 
- };
 
 
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