wesnoth/actions.hpp
Dave White 5fd5346808 Allow resolution to be configurable in preferences file...
...using xresolution and yresolution options
2003-09-18 12:47:17 +00:00

99 lines
3.5 KiB
C++

/* $Id$ */
/*
Copyright (C) 2003 by David White <davidnwhite@optusnet.com.au>
Part of the Battle for Wesnoth Project http://wesnoth.whitevine.net
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#ifndef ACTIONS_H_INCLUDED
#define ACTIONS_H_INCLUDED
#include "display.hpp"
#include "gamestatus.hpp"
#include "map.hpp"
#include "unit.hpp"
#include "unit_types.hpp"
#include <map>
#include <string>
std::string recruit_unit(const gamemap& map, int team,
std::map<gamemap::location,unit>& units,
unit& unit, gamemap::location preferred_location,
display *disp=NULL);
struct battle_stats
{
std::string attack_name, defend_name;
std::string attack_type, defend_type;
std::string attack_special, defend_special;
std::string range;
double chance_to_hit_attacker, chance_to_hit_defender;
int damage_attacker_takes, damage_defender_takes;
int amount_attacker_drains, amount_defender_drains;
int ndefends, nattacks;
int attack_with, defend_with;
bool attacker_plague, defender_plague;
};
battle_stats evaluate_battle_stats(
const gamemap& map,
const gamemap::location& attacker,
const gamemap::location& defender,
int attack_with,
std::map<gamemap::location,unit>& units,
const gamestatus& state,
const game_data& info,
gamemap::TERRAIN attacker_terrain_override=0,
bool include_strings=true);
void attack(display& gui, const gamemap& map,
const gamemap::location& attacker,
const gamemap::location& defender,
int attack_with,
std::map<gamemap::location,unit>& units,
const gamestatus& state,
const game_data& info, bool player_is_attacker);
int tower_owner(const gamemap::location& loc, std::vector<team>& teams);
void get_tower(const gamemap::location& loc, std::vector<team>& teams,
int team_num);
std::map<gamemap::location,unit>::iterator
find_leader(std::map<gamemap::location,unit>& units, int side);
void calculate_healing(display& disp, const gamemap& map,
std::map<gamemap::location,unit>& units, int side);
unit get_advanced_unit(const game_data& info,
std::map<gamemap::location,unit>& units,
const gamemap::location& loc, const std::string& advance_to);
void advance_unit(const game_data& info,
std::map<gamemap::location,unit>& units,
const gamemap::location& loc, const std::string& advance_to);
bool under_leadership(const std::map<gamemap::location,unit>& units,
const gamemap::location& loc);
int check_victory(std::map<gamemap::location,unit>& units);
//gets the time of day at a certain tile. Certain tiles may have a time of
//day that differs from 'the' time of day, if a unit that brings light is there
gamestatus::TIME timeofday_at(const gamestatus& status,
const std::map<gamemap::location,unit>& units,
const gamemap::location& loc);
double combat_modifier(const gamestatus& status,
const std::map<gamemap::location,unit>& units,
const gamemap::location& loc,
unit_type::ALIGNMENT alignment);
#endif