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vcmi/lib/mapObjects/CArmedInstance.h

53 lines
1.4 KiB
C++

/*
* 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"
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 <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & static_cast<CBonusSystemNode&>(*this);
h & static_cast<CCreatureSet&>(*this);
}
};