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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
- *
- */
- 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
- {
- INVALID = -1, NO_ACTION = 0, HERO_SPELL, WALK, DEFEND, RETREAT, SURRENDER, WALK_AND_ATTACK, SHOOT, WAIT, CATAPULT, MONSTER_SPELL, BAD_MORALE, STACK_HEAL
- };
- ui8 actionType; // 0 = No action; 1 = Hero cast a spell 2 = Walk 3 = Defend 4 = Retreat from the battle
- //5 = Surrender 6 = Walk and Attack 7 = Shoot 8 = Wait 9 = Catapult
- //10 = Monster casts a spell (i.e. Faerie Dragons) 11 - Bad morale freeze 12 - stacks heals another stack
- ui16 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); //WARNING: stacks must be neighbouring!;
- static BattleAction makeShotAttack(const CStack *shooter, const CStack *target);
- static BattleAction makeMove(const CStack *stack, THex dest);
- };
- #endif // __BATTLEACTION_H__
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