Creature* pCreature = SummonCreature(CreatureType::Goblin, {10, 20}); if (pCreature != nullptr) { cout << "A " << pCreature->GetName() << " appears!" << endl; // TODO: add the creature to a collection or a scene }
CreatureProperties props = {50, 10, 5, 3}; // health, attack, defense, speed props.abilities.push_back(SpecialAbility::Poisonous); Creature* pCreature = SummonCreature(CreatureType::Snake, {30, 40}, props); if (pCreature != nullptr) { cout << "A " << pCreature->GetName() << " appears!" << endl; cout << "Health: " << pCreature->GetHealth() << endl; // TODO: add the creature to a battle or a dungeon }This example shows how to create a CreatureProperties object that specifies additional properties for the summoned Snake creature, such as health, attack, defense, speed, and a special ability of being poisonous. The SummonCreature method takes this object as the last argument and uses it to initialize the new Snake object. The method returns a pointer that is checked for nullness, and if not null, the creature's name and health are printed to the console. The implementation may require a package or library that defines enums, structs, and functions related to creatures, properties, and abilities.