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vcmi/lib/battle/BattleAction.h

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/*
* BattleAction.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 "BattleHex.h"
#include "../GameConstants.h"
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class CStack;
/// A struct which handles battle actions like defending, walking,... - represents a creature stack in a battle
struct DLL_LINKAGE BattleAction
{
ui8 side; //who made this action: false - left, true - right player
ui32 stackNumber; //stack ID, -1 left hero, -2 right hero,
Battle::ActionType actionType; //use ActionType enum for values
BattleHex destinationTile;
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
si32 selectedStack; //spell subject for teleport / sacrifice
template <typename Handler> void serialize(Handler &h, const int version)
{
h & side;
h & stackNumber;
h & actionType;
h & destinationTile;
h & additionalInfo;
h & selectedStack;
}
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BattleAction();
static BattleAction makeHeal(const CStack * healer, const CStack * healed);
static BattleAction makeDefend(const CStack * stack);
static BattleAction makeWait(const CStack * stack);
static BattleAction makeMeleeAttack(const CStack * stack, const CStack * attacked, BattleHex attackFrom = BattleHex::INVALID);
static BattleAction makeShotAttack(const CStack * shooter, const CStack * target);
static BattleAction makeMove(const CStack * stack, BattleHex dest);
static BattleAction makeEndOFTacticPhase(ui8 side);
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std::string toString() const;
};
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DLL_EXPORT std::ostream & operator<<(std::ostream & os, const BattleAction & ba); //todo: remove