#pragma once #ifndef __BATTLEACTION_H__ #define __BATTLEACTION_H__ #include "../global.h" /* * 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 * */ /// A struct which handles battle actions like defending, walking,... - represents a creature stack in a battle class CStack; struct DLL_EXPORT BattleAction { ui8 side; //who made this action: false - left, true - right player ui32 stackNumber;//stack ID, -1 left hero, -2 right hero, enum ActionType { END_TACTIC_PHASE = -2, INVALID = -1, NO_ACTION = 0, HERO_SPELL, WALK, DEFEND, RETREAT, SURRENDER, WALK_AND_ATTACK, SHOOT, WAIT, CATAPULT, MONSTER_SPELL, BAD_MORALE, STACK_HEAL }; si8 actionType; //use ActionType enum for values //10 = Monster casts a spell (i.e. Faerie Dragons) 11 - Bad morale freeze 12 - stacks heals another stack THex destinationTile; si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6 template void serialize(Handler &h, const int version) { h & side & stackNumber & actionType & destinationTile & additionalInfo; } BattleAction(); static BattleAction makeDefend(const CStack *stack); static BattleAction makeWait(const CStack *stack); static BattleAction makeMeleeAttack(const CStack *stack, const CStack * attacked, THex attackFrom = THex::INVALID); static BattleAction makeShotAttack(const CStack *shooter, const CStack *target); static BattleAction makeMove(const CStack *stack, THex dest); static BattleAction makeEndOFTacticPhase(ui8 side); }; #endif // __BATTLEACTION_H__