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- /*
- * CGCreature.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
- *
- */
- #pragma once
- #include "CArmedInstance.h"
- #include "../ResourceSet.h"
- #include "../MetaString.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
- {
- public:
- enum Action {
- FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price
- };
- enum Character {
- COMPLIANT = 0, FRIENDLY = 1, AGGRESSIVE = 2, HOSTILE = 3, SAVAGE = 4
- };
- ui32 identifier; //unique code for this monster (used in missions)
- si8 character; //character of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to -4 (compliant) ... 10 value (savage)
- MetaString message; //message printed for attacking hero
- TResources resources; // resources given to hero that has won with monsters
- ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
- bool neverFlees; //if true, the troops will never flee
- bool notGrowingTeam; //if true, number of units won't grow
- ui64 temppower; //used to handle fractional stack growth for tiny stacks
- bool refusedJoining;
- void onHeroVisit(const CGHeroInstance * h) const override;
- std::string getHoverText(PlayerColor player) const override;
- std::string getHoverText(const CGHeroInstance * hero) const override;
- void initObj(CRandomGenerator & rand) override;
- void newTurn(CRandomGenerator & rand) const override;
- void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
- void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
- //stack formation depends on position,
- bool containsUpgradedStack() const;
- int getNumberOfStacks(const CGHeroInstance *hero) const;
- struct DLL_LINKAGE formationInfo // info about merging stacks after battle back into one
- {
- si32 basicType;
- ui8 upgrade; //random seed used to determine number of stacks and is there's upgraded stack
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & basicType;
- h & upgrade;
- }
- } formation;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & identifier;
- h & character;
- h & message;
- h & resources;
- h & gainedArtifact;
- h & neverFlees;
- h & notGrowingTeam;
- h & temppower;
- h & refusedJoining;
- h & formation;
- }
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;
- void serializeJsonOptions(JsonSerializeFormat & handler) override;
- private:
- void fight(const CGHeroInstance *h) const;
- void flee( const CGHeroInstance * h ) const;
- void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
- void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
- int takenAction(const CGHeroInstance *h, bool allowJoin=true) const; //action on confrontation: -2 - fight, -1 - flee, >=0 - will join for given value of gold (may be 0)
- void giveReward(const CGHeroInstance * h) const;
- };
- VCMI_LIB_NAMESPACE_END
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