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156aa6e4d9
* Renamed color constants * Renamed class AdventureMapButton to CAdventureMapButton * Moved basic controls like CTextBox from GuiClasses to CIntObjectClasses * Moved new creature window from GuiClasses to CCreatureWindow
45 lines
1.6 KiB
C++
45 lines
1.6 KiB
C++
#pragma once
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#include "BattleHex.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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/// A struct which handles battle actions like defending, walking,... - represents a creature stack in a battle
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class CStack;
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struct DLL_LINKAGE 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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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,
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STACK_HEAL, DAEMON_SUMMONING
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};
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si8 actionType; //use ActionType enum for values
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BattleHex 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, BattleHex attackFrom = BattleHex::INVALID);
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static BattleAction makeShotAttack(const CStack *shooter, const CStack *target);
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static BattleAction makeMove(const CStack *stack, BattleHex dest);
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static BattleAction makeEndOFTacticPhase(ui8 side);
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};
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