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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
89 lines
3.2 KiB
C++
89 lines
3.2 KiB
C++
/*
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* CGCreature.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 "CArmedInstance.h"
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#include "../ResourceSet.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
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{
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public:
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using CArmedInstance::CArmedInstance;
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enum Action {
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FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price
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};
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enum Character {
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COMPLIANT = 0, FRIENDLY = 1, AGGRESSIVE = 2, HOSTILE = 3, SAVAGE = 4
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};
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ui32 identifier; //unique code for this monster (used in missions)
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si8 character = 0; //character of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to -4 (compliant) ... 10 value (savage)
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MetaString message; //message printed for attacking hero
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TResources resources; // resources given to hero that has won with monsters
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ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
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bool neverFlees = false; //if true, the troops will never flee
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bool notGrowingTeam = false; //if true, number of units won't grow
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int64_t temppower = 0; //used to handle fractional stack growth for tiny stacks
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bool refusedJoining = false;
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void onHeroVisit(const CGHeroInstance * h) const override;
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std::string getHoverText(PlayerColor player) const override;
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std::string getHoverText(const CGHeroInstance * hero) const override;
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std::string getPopupText(PlayerColor player) const override;
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std::string getPopupText(const CGHeroInstance * hero) const override;
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std::vector<Component> getPopupComponents(PlayerColor player) const override;
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void initObj(vstd::RNG & rand) override;
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void pickRandomObject(vstd::RNG & rand) override;
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void newTurn(vstd::RNG & rand) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
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CreatureID getCreatureID() const;
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const CCreature * getCreature() const;
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//stack formation depends on position,
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bool containsUpgradedStack() const;
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int getNumberOfStacks(const CGHeroInstance *hero) const;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & identifier;
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h & character;
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h & message;
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h & resources;
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h & gainedArtifact;
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h & neverFlees;
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h & notGrowingTeam;
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h & temppower;
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h & refusedJoining;
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h & formation;
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}
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protected:
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void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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private:
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void fight(const CGHeroInstance *h) const;
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void flee( const CGHeroInstance * h ) const;
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void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
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void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
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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)
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void giveReward(const CGHeroInstance * h) const;
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std::string getMonsterLevelText() const;
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};
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VCMI_LIB_NAMESPACE_END
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