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ecaa9f5d0b
* 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.
40 lines
1.1 KiB
C++
40 lines
1.1 KiB
C++
/*
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* SideInBattle.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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#pragma once
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#include "../GameConstants.h"
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class CGHeroInstance;
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class CArmedInstance;
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struct DLL_LINKAGE SideInBattle
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{
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PlayerColor color;
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const CGHeroInstance * hero; //may be NULL if army is not commanded by hero
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const CArmedInstance * armyObject; //adv. map object with army that participates in battle; may be same as hero
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uint32_t castSpellsCount; //how many spells each side has been cast this turn
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std::vector<SpellID> usedSpellsHistory; //every time hero casts spell, it's inserted here -> eagle eye skill
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int32_t enchanterCounter; //tends to pass through 0, so sign is needed
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SideInBattle();
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void init(const CGHeroInstance * Hero, const CArmedInstance * Army);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & color;
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h & hero;
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h & armyObject;
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h & castSpellsCount;
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h & usedSpellsHistory;
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h & enchanterCounter;
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}
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};
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