/* * CArmedInstance.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 "CObjectHandler.h" #include "../CCreatureSet.h" VCMI_LIB_NAMESPACE_BEGIN class BattleInfo; class CGameState; class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet { private: CCheckProxy nonEvilAlignmentMix; static CSelector nonEvilAlignmentMixSelector; public: BattleInfo *battle; //set to the current battle, if engaged void randomizeArmy(int type); virtual void updateMoraleBonusFromArmy(); void armyChanged() override; ////////////////////////////////////////////////////////////////////////// // int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ??? virtual CBonusSystemNode & whereShouldBeAttached(CGameState * gs); virtual CBonusSystemNode & whatShouldBeAttached(); ////////////////////////////////////////////////////////////////////////// CArmedInstance(); CArmedInstance(bool isHypotetic); PlayerColor getOwner() const override { return this->tempOwner; } template void serialize(Handler &h, const int version) { h & static_cast(*this); h & static_cast(*this); h & static_cast(*this); } }; VCMI_LIB_NAMESPACE_END