I have a problem with my sprite animations right now. I have different animations and sequences for each character so an specific archer might do a ranged attack in which he just plays one animation and shoots an arrow at the enemy. The other might be melee and has to move close to the enemy while having an animation for that and when he reaches the enemy do its attack animation and return back to its original position also having its own animation. And I could go on and on for maybe like bosses etc.
As you can see there are many possible animation sequences for quite a variety of characters. My question is what is the best way to program this into my game. Should I have a base class for the battler which has all the common methods and than inherent each character from that class with its own attack sequences? Because that is what I thought of first but I'm affraid its the wrong approach since I will have many classes doing the same kind of sequences. Or maybe should I create a sequence base class and each different animation sequence will inherent from that class. Than play the sequence on the base Battler class?
I'm developing the game in SFML C++ and here is a gif of the battle screen right now so you can get an idea of how a battle is in my game.