BattleAction.h 1.7 KB

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  1. #pragma once;
  2. #ifndef __BATTLEACTION_H__
  3. #define __BATTLEACTION_H__
  4. #include "../global.h"
  5. /*
  6. * BattleAction.h, part of VCMI engine
  7. *
  8. * Authors: listed in file AUTHORS in main folder
  9. *
  10. * License: GNU General Public License v2.0 or later
  11. * Full text of license available in license.txt file, in main folder
  12. *
  13. */
  14. class CStack;
  15. struct DLL_EXPORT BattleAction
  16. {
  17. ui8 side; //who made this action: false - left, true - right player
  18. ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
  19. enum ActionType
  20. {
  21. INVALID = -1, NO_ACTION = 0, HERO_SPELL, WALK, DEFEND, RETREAT, SURRENDER, WALK_AND_ATTACK, SHOOT, WAIT, CATAPULT, MONSTER_SPELL, BAD_MORALE, STACK_HEAL
  22. };
  23. ui8 actionType; // 0 = No action; 1 = Hero cast a spell 2 = Walk 3 = Defend 4 = Retreat from the battle
  24. //5 = Surrender 6 = Walk and Attack 7 = Shoot 8 = Wait 9 = Catapult
  25. //10 = Monster casts a spell (i.e. Faerie Dragons) 11 - Bad morale freeze 12 - stacks heals another stack
  26. ui16 destinationTile;
  27. si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
  28. template <typename Handler> void serialize(Handler &h, const int version)
  29. {
  30. h & side & stackNumber & actionType & destinationTile & additionalInfo;
  31. }
  32. BattleAction();
  33. static BattleAction makeDefend(const CStack *stack);
  34. static BattleAction makeWait(const CStack *stack);
  35. static BattleAction makeMeleeAttack(const CStack *stack); //WARNING: stacks must be neighbouring!;
  36. static BattleAction makeShotAttack(const CStack *shooter, const CStack *target);
  37. static BattleAction makeMove(const CStack *stack, THex dest);
  38. };
  39. #endif // __BATTLEACTION_H__