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							- #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__
 
 
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