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* refactoring
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@@ -59,8 +59,8 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
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si16 enchanterCounter[2]; //tends to pass through 0, so sign is needed
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SiegeInfo si;
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BFieldType::BFieldType battlefieldType; //like !!BA:B
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ETerrainType::ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
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BFieldType battlefieldType; //like !!BA:B
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ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
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ui8 tacticsSide; //which side is requested to play tactics phase
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ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
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@@ -125,13 +125,13 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
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void localInit();
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void localInitStack(CStack * s);
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static BattleInfo * setupBattle( int3 tile, ETerrainType::ETerrainType terrain, BFieldType::BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
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static BattleInfo * setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
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//bool hasNativeStack(ui8 side) const;
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TPlayerColor theOtherPlayer(TPlayerColor player) const;
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ui8 whatSide(TPlayerColor player) const;
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static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType::BFieldType bfieldType); //converts above to ERM BI format
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static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
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static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
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};
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@@ -143,8 +143,8 @@ public:
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ui32 ID; //unique ID of stack
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ui32 baseAmount;
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ui32 firstHPleft; //HP of first creature in stack
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TPlayerColor owner;
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ui8 slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
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TPlayerColor owner; //owner - player colour (255 for neutrals)
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ui8 slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
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bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
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BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
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ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
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