_________ __                 __
        /   _____//  |_____________ _/  |______     ____  __ __  ______
        \_____  \\   __\_  __ \__  \\   __\__  \   / ___\|  |  \/  ___/
        /        \|  |  |  | \// __ \|  |  / __ \_/ /_/  >  |  /\___ \
       /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
               \/                  \/          \//_____/            \/
    ______________________                           ______________________
                          T H E   W A R   B E G I N S
                   Stratagus - A free fantasy real time strategy game engine

action_attack.cpp File Reference
#include "stratagus.h"
#include "action/action_attack.h"
#include "animation.h"
#include "iolib.h"
#include "map.h"
#include "missile.h"
#include "pathfinder.h"
#include "player.h"
#include "script.h"
#include "settings.h"
#include "sound.h"
#include "spells.h"
#include "tileset.h"
#include "ui.h"
#include "unit.h"
#include "unit_find.h"
#include "unittype.h"
#include "video.h"

action_attack.cpp - The attack action.

#define FIRST_ENTRY   0
 
#define AUTO_TARGETING   1
 
#define MOVE_TO_TARGET   2
 
#define ATTACK_TARGET   4
 
#define MOVE_TO_ATTACKPOS   8
 
#define RESTORE_ONLY   false
 
void AnimateActionAttack (CUnit &unit, COrder &order)
 Show attack animation. More...
 

Macro Definition Documentation

◆ ATTACK_TARGET

#define ATTACK_TARGET   4

◆ AUTO_TARGETING

#define AUTO_TARGETING   1

◆ FIRST_ENTRY

#define FIRST_ENTRY   0
Todo:
FIXME: I should rewrite this action, if only the new orders are supported.

◆ MOVE_TO_ATTACKPOS

#define MOVE_TO_ATTACKPOS   8

◆ MOVE_TO_TARGET

#define MOVE_TO_TARGET   2

◆ RESTORE_ONLY

#define RESTORE_ONLY   false

Function Documentation

◆ AnimateActionAttack()

void AnimateActionAttack ( CUnit unit,
COrder order 
)

Show attack animation.

Animate unit attack!

Parameters
unitUnit, for that the attack animation is played.
Todo:
manage correctly unit with no animation attack.
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