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4f14f22d3a
* it is possible now to add casts and shoots OTF (f.e. with spell bonus) Centralized stack 'ammo' loading from bonus system. * introduced small proxy class for local bonus cache (no need to use global cache if particular selector used on node only in one place) * handle killing resurrected creatures * use IBonusBearer::MaxHealth() where possible * Fixed https://bugs.vcmi.eu/view.php?id=2486 * Possible fix for 0 HP after resurrection. * Hack-fixed https://bugs.vcmi.eu/view.php?id=2584 * Unified CStack health API * Use CHealth for CStack count and health points * increased SERIALIZATION_VERSION
35 lines
814 B
C++
35 lines
814 B
C++
/*
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* BattleAttackInfo.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 "BattleHex.h"
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#include "../CStack.h"
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class IBonusBearer;
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struct DLL_LINKAGE BattleAttackInfo
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{
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const IBonusBearer *attackerBonuses, *defenderBonuses;
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const CStack *attacker, *defender;
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BattleHex attackerPosition, defenderPosition;
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CHealth attackerHealth, defenderHealth;
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bool shooting;
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int chargedFields;
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bool luckyHit;
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bool unluckyHit;
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bool deathBlow;
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bool ballistaDoubleDamage;
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BattleAttackInfo(const CStack * Attacker, const CStack * Defender, bool Shooting = false);
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BattleAttackInfo reverse() const;
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};
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