/* * 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 void serialize(Handler &h, const int version) { h & basicType; h & upgrade; } } formation; template void serialize(Handler &h, const int version) { h & static_cast(*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