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vcmi/lib/mapObjects/CGCreature.h
2023-11-01 14:43:20 +02:00

95 lines
3.2 KiB
C++

/*
* 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 pickRandomObject(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;
CreatureID getCreature() const;
//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