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44 lines
1.5 KiB
C++
44 lines
1.5 KiB
C++
#pragma once;
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#ifndef __BATTLEACTION_H__
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#define __BATTLEACTION_H__
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#include "../global.h"
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/*
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* BattleAction.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CStack;
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struct DLL_EXPORT BattleAction
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{
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ui8 side; //who made this action: false - left, true - right player
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ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
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enum ActionType
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{
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INVALID = -1, NO_ACTION = 0, HERO_SPELL, WALK, DEFEND, RETREAT, SURRENDER, WALK_AND_ATTACK, SHOOT, WAIT, CATAPULT, MONSTER_SPELL, BAD_MORALE, STACK_HEAL
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};
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ui8 actionType; //use ActionType enum for values
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//10 = Monster casts a spell (i.e. Faerie Dragons) 11 - Bad morale freeze 12 - stacks heals another stack
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THex destinationTile;
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si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & side & stackNumber & actionType & destinationTile & additionalInfo;
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}
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BattleAction();
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static BattleAction makeDefend(const CStack *stack);
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static BattleAction makeWait(const CStack *stack);
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static BattleAction makeMeleeAttack(const CStack *stack, const CStack * attacked, THex attackFrom = THex::INVALID);
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static BattleAction makeShotAttack(const CStack *shooter, const CStack *target);
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static BattleAction makeMove(const CStack *stack, THex dest);
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};
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#endif // __BATTLEACTION_H__
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