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vcmi/lib/battle/SideInBattle.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

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1.1 KiB
C++

/*
* SideInBattle.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 "../GameConstants.h"
class CGHeroInstance;
class CArmedInstance;
struct DLL_LINKAGE SideInBattle
{
PlayerColor color;
const CGHeroInstance * hero; //may be NULL if army is not commanded by hero
const CArmedInstance * armyObject; //adv. map object with army that participates in battle; may be same as hero
uint32_t castSpellsCount; //how many spells each side has been cast this turn
std::vector<SpellID> usedSpellsHistory; //every time hero casts spell, it's inserted here -> eagle eye skill
int32_t enchanterCounter; //tends to pass through 0, so sign is needed
SideInBattle();
void init(const CGHeroInstance * Hero, const CArmedInstance * Army);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & color;
h & hero;
h & armyObject;
h & castSpellsCount;
h & usedSpellsHistory;
h & enchanterCounter;
}
};