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vcmi/lib/BattleAction.h
DjWarmonger 6fdb984799 Lots of refactoring & work for creature spells.
No new features yet, but summon elementals now work properly again.
2011-10-01 19:56:54 +00:00

46 lines
1.6 KiB
C++

#pragma once
#ifndef __BATTLEACTION_H__
#define __BATTLEACTION_H__
#include "../global.h"
/*
* BattleAction.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
*
*/
/// A struct which handles battle actions like defending, walking,... - represents a creature stack in a battle
class CStack;
struct DLL_EXPORT BattleAction
{
ui8 side; //who made this action: false - left, true - right player
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
enum ActionType
{
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,
STACK_HEAL, DAEMON_SUMMONING
};
si8 actionType; //use ActionType enum for values
THex destinationTile;
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
template <typename Handler> void serialize(Handler &h, const int version)
{
h & side & stackNumber & actionType & destinationTile & additionalInfo;
}
BattleAction();
static BattleAction makeDefend(const CStack *stack);
static BattleAction makeWait(const CStack *stack);
static BattleAction makeMeleeAttack(const CStack *stack, const CStack * attacked, THex attackFrom = THex::INVALID);
static BattleAction makeShotAttack(const CStack *shooter, const CStack *target);
static BattleAction makeMove(const CStack *stack, THex dest);
static BattleAction makeEndOFTacticPhase(ui8 side);
};
#endif // __BATTLEACTION_H__