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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"
 
- 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, AGRESSIVE = 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)
 
- 	std::string 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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