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53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
/*
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* CArmedInstance.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CObjectHandler.h"
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#include "../CCreatureSet.h"
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class BattleInfo;
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class CGameState;
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class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
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{
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private:
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CCheckProxy nonEvilAlignmentMix;
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static CSelector nonEvilAlignmentMixSelector;
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public:
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BattleInfo *battle; //set to the current battle, if engaged
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void randomizeArmy(int type);
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virtual void updateMoraleBonusFromArmy();
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void armyChanged() override;
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//////////////////////////////////////////////////////////////////////////
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// int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
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virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
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virtual CBonusSystemNode *whatShouldBeAttached();
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//////////////////////////////////////////////////////////////////////////
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CArmedInstance();
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CArmedInstance(bool isHypotetic);
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PlayerColor getOwner() const override
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{
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return this->tempOwner;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & static_cast<CBonusSystemNode&>(*this);
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h & static_cast<CCreatureSet&>(*this);
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}
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};
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