/* * Unit.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 "../HeroBonus.h" #include "IUnitInfo.h" #include "BattleHex.h" #include "../spells/Magic.h" struct MetaString; class JsonNode; class JsonSerializeFormat; namespace battle { class CUnitState; class DLL_LINKAGE Unit : public IUnitInfo, public spells::Caster, public virtual IBonusBearer { public: virtual ~Unit(); virtual bool doubleWide() const = 0; virtual int32_t creatureIndex() const = 0; virtual CreatureID creatureId() const = 0; virtual int32_t creatureLevel() const = 0; virtual int32_t creatureCost() const = 0; virtual int32_t creatureIconIndex() const = 0; virtual bool ableToRetaliate() const = 0; virtual bool alive() const = 0; virtual bool isGhost() const = 0; bool isDead() const; bool isTurret() const; virtual bool isValidTarget(bool allowDead = false) const = 0; //non-turret non-ghost stacks (can be attacked or be object of magic effect) virtual bool isClone() const = 0; virtual bool hasClone() const = 0; virtual bool canCast() const = 0; virtual bool isCaster() const = 0; virtual bool canShoot() const = 0; virtual bool isShooter() const = 0; virtual int32_t getCount() const = 0; virtual int32_t getFirstHPleft() const = 0; virtual int32_t getKilled() const = 0; virtual int64_t getAvailableHealth() const = 0; virtual int64_t getTotalHealth() const = 0; virtual int getTotalAttacks(bool ranged) const = 0; virtual BattleHex getPosition() const = 0; virtual void setPosition(BattleHex hex) = 0; virtual int32_t getInitiative(int turn = 0) const = 0; virtual bool canMove(int turn = 0) const = 0; //if stack can move virtual bool defended(int turn = 0) const = 0; virtual bool moved(int turn = 0) const = 0; //if stack was already moved this turn virtual bool willMove(int turn = 0) const = 0; //if stack has remaining move this turn virtual bool waited(int turn = 0) const = 0; virtual std::shared_ptr acquire() const = 0; virtual std::shared_ptr acquireState() const = 0; virtual int battleQueuePhase(int turn) const = 0; virtual std::string getDescription() const; std::vector getSurroundingHexes(BattleHex assumedPosition = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size std::vector getAttackableHexes(const Unit * attacker) const; static std::vector getSurroundingHexes(BattleHex position, bool twoHex, ui8 side); bool coversPos(BattleHex position) const; //checks also if unit is double-wide std::vector getHexes() const; //up to two occupied hexes, starting from front std::vector getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front static std::vector getHexes(BattleHex assumedPos, bool twoHex, ui8 side); BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1 BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1 static BattleHex occupiedHex(BattleHex assumedPos, bool twoHex, ui8 side); ///MetaStrings void addText(MetaString & text, ui8 type, int32_t serial, const boost::logic::tribool & plural = boost::logic::indeterminate) const; void addNameReplacement(MetaString & text, const boost::logic::tribool & plural = boost::logic::indeterminate) const; std::string formatGeneralMessage(const int32_t baseTextId) const; int getRawSurrenderCost() const; //NOTE: save could possibly be const, but this requires heavy changes to Json serialization, //also this method should be called only after modifying object virtual void save(JsonNode & data) = 0; virtual void load(const JsonNode & data) = 0; virtual void damage(int64_t & amount) = 0; virtual void heal(int64_t & amount, EHealLevel level, EHealPower power) = 0; }; class DLL_LINKAGE UnitInfo { public: uint32_t id; TQuantity count; CreatureID type; ui8 side; BattleHex position; bool summoned; UnitInfo(); void serializeJson(JsonSerializeFormat & handler); void save(JsonNode & data); void load(uint32_t id_, const JsonNode & data); }; }