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100 ändrade filer med 1305 tillägg och 985 borttagningar
  1. 1 0
      .github/workflows/github.yml
  2. 3 3
      AI/Nullkiller/AIGateway.cpp
  3. 2 2
      AI/Nullkiller/Analyzers/ArmyManager.cpp
  4. 5 5
      AI/Nullkiller/Analyzers/BuildAnalyzer.cpp
  5. 1 1
      AI/Nullkiller/Analyzers/HeroManager.cpp
  6. 1 1
      AI/Nullkiller/Engine/PriorityEvaluator.cpp
  7. 2 2
      AI/Nullkiller/Goals/BuildThis.cpp
  8. 4 4
      AI/VCAI/BuildingManager.cpp
  9. 1 1
      AI/VCAI/Goals/BuildThis.cpp
  10. 1 1
      AI/VCAI/Goals/FindObj.cpp
  11. 4 4
      AI/VCAI/Goals/GatherTroops.cpp
  12. 1 1
      AI/VCAI/MapObjectsEvaluator.cpp
  13. 7 7
      AI/VCAI/VCAI.cpp
  14. 11 1
      CCallback.cpp
  15. 2 0
      CCallback.h
  16. 63 60
      Mods/vcmi/config/vcmi/swedish.json
  17. 3 1
      client/CPlayerInterface.cpp
  18. 1 1
      client/ClientCommandManager.cpp
  19. 1 1
      client/HeroMovementController.cpp
  20. 1 1
      client/NetPacksClient.cpp
  21. 135 19
      client/PlayerLocalState.cpp
  22. 18 10
      client/PlayerLocalState.h
  23. 1 1
      client/adventureMap/CList.cpp
  24. 3 3
      client/adventureMap/MapAudioPlayer.cpp
  25. 5 5
      client/battle/BattleInterfaceClasses.cpp
  26. 8 8
      client/battle/BattleSiegeController.cpp
  27. 2 2
      client/gui/CGuiHandler.cpp
  28. 5 0
      client/gui/CursorHandler.cpp
  29. 1 0
      client/gui/CursorHandler.h
  30. 7 6
      client/lobby/SelectionTab.cpp
  31. 1 0
      client/lobby/SelectionTab.h
  32. 2 2
      client/mapView/MapRenderer.cpp
  33. 2 2
      client/mapView/MapRendererContext.cpp
  34. 3 3
      client/mapView/MapRendererContextState.cpp
  35. 1 1
      client/mapView/MapViewController.cpp
  36. 7 7
      client/mapView/mapHandler.cpp
  37. 10 2
      client/media/CVideoHandler.cpp
  38. 2 0
      client/render/IScreenHandler.h
  39. 15 3
      client/renderSDL/CursorHardware.cpp
  40. 41 24
      client/renderSDL/ScreenHandler.cpp
  41. 2 0
      client/renderSDL/ScreenHandler.h
  42. 4 5
      client/widgets/MiscWidgets.cpp
  43. 58 58
      client/windows/CCastleInterface.cpp
  44. 2 2
      client/windows/CExchangeWindow.cpp
  45. 3 3
      client/windows/CHeroWindow.cpp
  46. 4 4
      client/windows/CKingdomInterface.cpp
  47. 1 1
      client/windows/CMarketWindow.cpp
  48. 2 2
      client/windows/CQuestLog.cpp
  49. 18 6
      client/windows/CSpellWindow.cpp
  50. 5 5
      client/windows/GUIClasses.cpp
  51. 5 5
      client/windows/QuickRecruitmentWindow.cpp
  52. 1 3
      client/windows/settings/GeneralOptionsTab.cpp
  53. 11 9
      config/schemas/settings.json
  54. 1 1
      include/vcmi/Entity.h
  55. 4 0
      launcher/CMakeLists.txt
  56. 32 3
      launcher/settingsView/csettingsview_moc.cpp
  57. 4 0
      launcher/settingsView/csettingsview_moc.h
  58. 445 370
      launcher/settingsView/csettingsview_moc.ui
  59. 1 1
      lib/BasicTypes.cpp
  60. 1 1
      lib/CCreatureHandler.cpp
  61. 1 1
      lib/CCreatureHandler.h
  62. 2 2
      lib/CCreatureSet.cpp
  63. 1 1
      lib/CCreatureSet.h
  64. 4 4
      lib/CGameInfoCallback.cpp
  65. 1 0
      lib/CMakeLists.txt
  66. 8 2
      lib/CPlayerState.cpp
  67. 4 1
      lib/CPlayerState.h
  68. 2 2
      lib/battle/CUnitState.cpp
  69. 1 1
      lib/battle/CUnitState.h
  70. 3 3
      lib/bonuses/Limiters.cpp
  71. 4 4
      lib/campaign/CampaignState.cpp
  72. 1 1
      lib/entities/faction/CFaction.cpp
  73. 1 1
      lib/entities/faction/CFaction.h
  74. 2 2
      lib/entities/faction/CTownHandler.cpp
  75. 28 38
      lib/gameState/CGameState.cpp
  76. 10 10
      lib/gameState/CGameStateCampaign.cpp
  77. 1 1
      lib/gameState/GameStatistics.cpp
  78. 1 1
      lib/gameState/InfoAboutArmy.cpp
  79. 4 4
      lib/gameState/TavernHeroesPool.cpp
  80. 7 2
      lib/mapObjectConstructors/CObjectClassesHandler.cpp
  81. 1 7
      lib/mapObjectConstructors/CommonConstructors.cpp
  82. 0 1
      lib/mapObjectConstructors/CommonConstructors.h
  83. 1 1
      lib/mapObjects/CArmedInstance.cpp
  84. 23 18
      lib/mapObjects/CGCreature.cpp
  85. 2 1
      lib/mapObjects/CGCreature.h
  86. 1 1
      lib/mapObjects/CGDwelling.cpp
  87. 58 59
      lib/mapObjects/CGHeroInstance.cpp
  88. 11 4
      lib/mapObjects/CGHeroInstance.h
  89. 17 20
      lib/mapObjects/CGObjectInstance.cpp
  90. 8 9
      lib/mapObjects/CGObjectInstance.h
  91. 59 63
      lib/mapObjects/CGTownInstance.cpp
  92. 17 13
      lib/mapObjects/CGTownInstance.h
  93. 2 2
      lib/mapObjects/CQuest.cpp
  94. 1 1
      lib/mapObjects/IObjectInterface.cpp
  95. 1 1
      lib/mapObjects/IObjectInterface.h
  96. 8 8
      lib/mapObjects/MiscObjects.cpp
  97. 4 4
      lib/mapObjects/TownBuildingInstance.cpp
  98. 1 1
      lib/mapObjects/TownBuildingInstance.h
  99. 15 15
      lib/mapping/CMap.cpp
  100. 1 1
      lib/mapping/CMapOperation.cpp

+ 1 - 0
.github/workflows/github.yml

@@ -17,6 +17,7 @@ env:
 jobs:
   build:
     strategy:
+      fail-fast: false
       matrix:
         include:
           - platform: linux-qt6

+ 3 - 3
AI/Nullkiller/AIGateway.cpp

@@ -864,7 +864,7 @@ void AIGateway::makeTurn()
 
 void AIGateway::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
 {
-	LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->getNameTranslated() % obj->getObjectName() % obj->pos.toString());
+	LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->getNameTranslated() % obj->getObjectName() % obj->anchorPos().toString());
 	switch(obj->ID)
 	{
 	case Obj::TOWN:
@@ -1454,8 +1454,8 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
 
 void AIGateway::buildStructure(const CGTownInstance * t, BuildingID building)
 {
-	auto name = t->town->buildings.at(building)->getNameTranslated();
-	logAi->debug("Player %d will build %s in town of %s at %s", ai->playerID, name, t->getNameTranslated(), t->pos.toString());
+	auto name = t->getTown()->buildings.at(building)->getNameTranslated();
+	logAi->debug("Player %d will build %s in town of %s at %s", ai->playerID, name, t->getNameTranslated(), t->anchorPos().toString());
 	cb->buildBuilding(t, building); //just do this;
 }
 

+ 2 - 2
AI/Nullkiller/Analyzers/ArmyManager.cpp

@@ -144,7 +144,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
 
 	for(auto & slot : sortedSlots)
 	{
-		alignmentMap[slot.creature->getFaction()] += slot.power;
+		alignmentMap[slot.creature->getFactionID()] += slot.power;
 	}
 
 	std::set<FactionID> allowedFactions;
@@ -168,7 +168,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
 
 		for(auto & slot : sortedSlots)
 		{
-			if(vstd::contains(allowedFactions, slot.creature->getFaction()))
+			if(vstd::contains(allowedFactions, slot.creature->getFactionID()))
 			{
 				auto slotID = newArmyInstance.getSlotFor(slot.creature->getId());
 

+ 5 - 5
AI/Nullkiller/Analyzers/BuildAnalyzer.cpp

@@ -17,7 +17,7 @@ namespace NKAI
 
 void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
 {
-	auto townInfo = developmentInfo.town->town;
+	auto townInfo = developmentInfo.town->getTown();
 	auto creatures = townInfo->creatures;
 	auto buildings = townInfo->getAllBuildings();
 
@@ -31,7 +31,7 @@ void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
 		}
 	}
 
-	for(int level = 0; level < developmentInfo.town->town->creatures.size(); level++)
+	for(int level = 0; level < developmentInfo.town->getTown()->creatures.size(); level++)
 	{
 		logAi->trace("Checking dwelling level %d", level);
 		BuildingInfo nextToBuild = BuildingInfo();
@@ -88,7 +88,7 @@ void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
 	{
 		for(auto & buildingID : buildingSet)
 		{
-			if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID))
+			if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->getTown()->buildings.count(buildingID))
 			{
 				developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
 
@@ -203,7 +203,7 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
 	bool excludeDwellingDependencies) const
 {
 	BuildingID building = toBuild;
-	auto townInfo = town->town;
+	auto townInfo = town->getTown();
 
 	const CBuilding * buildPtr = townInfo->buildings.at(building);
 	const CCreature * creature = nullptr;
@@ -346,7 +346,7 @@ bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const
 {
 	for(auto tdi : developmentInfos)
 	{
-		if(tdi.town->getFaction() == alignment && tdi.town->hasBuilt(bid))
+		if(tdi.town->getFactionID() == alignment && tdi.town->hasBuilt(bid))
 			return true;
 	}
 

+ 1 - 1
AI/Nullkiller/Analyzers/HeroManager.cpp

@@ -71,7 +71,7 @@ float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance *
 
 float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
 {
-	auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, BonusSourceID(hero->type->getId()));
+	auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, BonusSourceID(hero->getHeroTypeID()));
 	auto secondarySkillBonus = Selector::targetSourceType()(BonusSource::SECONDARY_SKILL);
 	auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
 	auto secondarySkillBonuses = hero->getBonuses(Selector::sourceTypeSel(BonusSource::SECONDARY_SKILL));

+ 1 - 1
AI/Nullkiller/Engine/PriorityEvaluator.cpp

@@ -1244,7 +1244,7 @@ public:
 
 uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
 {
-	if(ai->buildAnalyzer->hasAnyBuilding(town->getFaction(), bi.id))
+	if(ai->buildAnalyzer->hasAnyBuilding(town->getFactionID(), bi.id))
 		return 0;
 
 	auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);

+ 2 - 2
AI/Nullkiller/Goals/BuildThis.cpp

@@ -23,7 +23,7 @@ BuildThis::BuildThis(BuildingID Bid, const CGTownInstance * tid)
 	: ElementarGoal(Goals::BUILD_STRUCTURE)
 {
 	buildingInfo = BuildingInfo(
-		tid->town->buildings.at(Bid),
+		tid->getTown()->buildings.at(Bid),
 		nullptr,
 		CreatureID::NONE,
 		tid,
@@ -52,7 +52,7 @@ void BuildThis::accept(AIGateway * ai)
 		if(cb->canBuildStructure(town, b) == EBuildingState::ALLOWED)
 		{
 			logAi->debug("Player %d will build %s in town of %s at %s",
-				ai->playerID, town->town->buildings.at(b)->getNameTranslated(), town->getNameTranslated(), town->pos.toString());
+				ai->playerID, town->getTown()->buildings.at(b)->getNameTranslated(), town->getNameTranslated(), town->anchorPos().toString());
 			cb->buildBuilding(town, b);
 
 			return;

+ 4 - 4
AI/VCAI/BuildingManager.cpp

@@ -23,13 +23,13 @@ bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID
 		return false;
 	}
 
-	if (!vstd::contains(t->town->buildings, building))
+	if (!vstd::contains(t->getTown()->buildings, building))
 		return false; // no such building in town
 
 	if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
 		return true;
 
-	const CBuilding * buildPtr = t->town->buildings.at(building);
+	const CBuilding * buildPtr = t->getTown()->buildings.at(building);
 
 	auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
 	{
@@ -51,7 +51,7 @@ bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID
 
 	for (const auto & buildID : toBuild)
 	{
-		const CBuilding * b = t->town->buildings.at(buildID);
+		const CBuilding * b = t->getTown()->buildings.at(buildID);
 
 		EBuildingState canBuild = cb->canBuildStructure(t, buildID);
 		if (canBuild == EBuildingState::ALLOWED)
@@ -220,7 +220,7 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
 
 	//at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
 	std::vector<BuildingID> extraBuildings;
-	for (auto buildingInfo : t->town->buildings)
+	for (auto buildingInfo : t->getTown()->buildings)
 	{
 		if (buildingInfo.first > BuildingID::DWELL_UP2_FIRST)
 			extraBuildings.push_back(buildingInfo.first);

+ 1 - 1
AI/VCAI/Goals/BuildThis.cpp

@@ -56,7 +56,7 @@ TSubgoal BuildThis::whatToDoToAchieve()
 		case EBuildingState::ALLOWED:
 		case EBuildingState::NO_RESOURCES:
 		{
-			auto res = town->town->buildings.at(BuildingID(bid))->resources;
+			auto res = town->getTown()->buildings.at(BuildingID(bid))->resources;
 			return ai->ah->whatToDo(res, iAmElementar()); //realize immediately or gather resources
 		}
 		break;

+ 1 - 1
AI/VCAI/Goals/FindObj.cpp

@@ -46,7 +46,7 @@ TSubgoal FindObj::whatToDoToAchieve()
 			}
 		}
 	}
-	if(o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
+	if(o && ai->isAccessible(o->visitablePos())) //we don't use isAccessibleForHero as we don't know which hero it is
 		return sptr(VisitObj(o->id.getNum()));
 	else
 		return sptr(Explore());

+ 4 - 4
AI/VCAI/Goals/GatherTroops.cpp

@@ -88,13 +88,13 @@ TGoalVec GatherTroops::getAllPossibleSubgoals()
 		}
 
 		auto creature = VLC->creatures()->getByIndex(objid);
-		if(t->getFaction() == creature->getFaction()) //TODO: how to force AI to build unupgraded creatures? :O
+		if(t->getFactionID() == creature->getFactionID()) //TODO: how to force AI to build unupgraded creatures? :O
 		{
 			auto tryFindCreature = [&]() -> std::optional<std::vector<CreatureID>>
 			{
-				if(vstd::isValidIndex(t->town->creatures, creature->getLevel() - 1))
+				if(vstd::isValidIndex(t->getTown()->creatures, creature->getLevel() - 1))
 				{
-					auto itr = t->town->creatures.begin();
+					auto itr = t->getTown()->creatures.begin();
 					std::advance(itr, creature->getLevel() - 1);
 					return make_optional(*itr);
 				}
@@ -109,7 +109,7 @@ TGoalVec GatherTroops::getAllPossibleSubgoals()
 			if(upgradeNumber < 0)
 				continue;
 
-			BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * t->town->creatures.size());
+			BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * t->getTown()->creatures.size());
 			if(t->hasBuilt(bid) && ai->ah->freeResources().canAfford(creature->getFullRecruitCost())) //this assumes only creatures with dwellings are assigned to faction
 			{
 				solutions.push_back(sptr(BuyArmy(t, creature->getAIValue() * this->value).setobjid(objid)));

+ 1 - 1
AI/VCAI/MapObjectsEvaluator.cpp

@@ -69,7 +69,7 @@ std::optional<int> MapObjectsEvaluator::getObjectValue(const CGObjectInstance *
 	{
 		//special case handling: in-game heroes have hero ID as object subID, but when reading configs available hero object subID's are hero classes
 		auto hero = dynamic_cast<const CGHeroInstance*>(obj);
-		return getObjectValue(obj->ID, hero->type->heroClass->getIndex());
+		return getObjectValue(obj->ID, hero->getHeroClassID());
 	}
 	else if(obj->ID == Obj::PRISON)
 	{

+ 7 - 7
AI/VCAI/VCAI.cpp

@@ -1032,7 +1032,7 @@ void VCAI::mainLoop()
 
 void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
 {
-	LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->getNameTranslated() % obj->getObjectName() % obj->pos.toString());
+	LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->getNameTranslated() % obj->getObjectName() % obj->anchorPos().toString());
 	switch(obj->ID)
 	{
 	case Obj::TOWN:
@@ -1417,11 +1417,11 @@ void VCAI::wander(HeroPtr h)
 				//TODO pick the truly best
 				const CGTownInstance * t = *boost::max_element(townsNotReachable, compareReinforcements);
 				logAi->debug("%s can't reach any town, we'll try to make our way to %s at %s", h->getNameTranslated(), t->getNameTranslated(), t->visitablePos().toString());
-				int3 pos1 = h->pos;
+				int3 posBefore = h->visitablePos();
 				striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h))); //TODO: drop "strive", add to mainLoop
 				//if out hero is stuck, we may need to request another hero to clear the way we see
 
-				if(pos1 == h->pos && h == primaryHero()) //hero can't move
+				if(posBefore == h->visitablePos() && h == primaryHero()) //hero can't move
 				{
 					if(canRecruitAnyHero(t))
 						recruitHero(t);
@@ -1471,7 +1471,7 @@ void VCAI::wander(HeroPtr h)
 				{
 					auto chosenObject = cb->getObjInstance(ObjectInstanceID(bestObjectGoal->objid));
 					if(chosenObject != nullptr)
-						logAi->debug("Of all %d destinations, object %s at pos=%s seems nice", dests.size(), chosenObject->getObjectName(), chosenObject->pos.toString());
+						logAi->debug("Of all %d destinations, object %s at pos=%s seems nice", dests.size(), chosenObject->getObjectName(), chosenObject->anchorPos().toString());
 				}
 				else
 					logAi->debug("Trying to realize goal of type %s as part of wandering.", bestObjectGoal->name());
@@ -1994,8 +1994,8 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
 
 void VCAI::buildStructure(const CGTownInstance * t, BuildingID building)
 {
-	auto name = t->town->buildings.at(building)->getNameTranslated();
-	logAi->debug("Player %d will build %s in town of %s at %s", ai->playerID, name, t->getNameTranslated(), t->pos.toString());
+	auto name = t->getTown()->buildings.at(building)->getNameTranslated();
+	logAi->debug("Player %d will build %s in town of %s at %s", ai->playerID, name, t->getNameTranslated(), t->anchorPos().toString());
 	cb->buildBuilding(t, building); //just do this;
 }
 
@@ -2081,7 +2081,7 @@ void VCAI::tryRealize(Goals::BuildThis & g)
 		if (cb->canBuildStructure(t, b) == EBuildingState::ALLOWED)
 		{
 			logAi->debug("Player %d will build %s in town of %s at %s",
-				playerID, t->town->buildings.at(b)->getNameTranslated(), t->getNameTranslated(), t->pos.toString());
+				playerID, t->getTown()->buildings.at(b)->getNameTranslated(), t->getNameTranslated(), t->anchorPos().toString());
 			cb->buildBuilding(t, b);
 			throw goalFulfilledException(sptr(g));
 		}

+ 11 - 1
CCallback.cpp

@@ -25,6 +25,7 @@
 #include "lib/UnlockGuard.h"
 #include "lib/battle/BattleInfo.h"
 #include "lib/networkPacks/PacksForServer.h"
+#include "lib/networkPacks/SaveLocalState.h"
 
 bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *where)
 {
@@ -318,11 +319,20 @@ void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroIn
 	assert(townOrTavern);
 	assert(hero);
 
-	HireHero pack(hero->getHeroType(), townOrTavern->id, nextHero);
+	HireHero pack(hero->getHeroTypeID(), townOrTavern->id, nextHero);
 	pack.player = *player;
 	sendRequest(pack);
 }
 
+void CCallback::saveLocalState(const JsonNode & data)
+{
+	SaveLocalState state;
+	state.data = data;
+	state.player = *player;
+
+	sendRequest(state);
+}
+
 void CCallback::save( const std::string &fname )
 {
 	cl->save(fname);

+ 2 - 0
CCallback.h

@@ -100,6 +100,7 @@ public:
 	virtual void assembleArtifacts(const ObjectInstanceID & heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
 	virtual void eraseArtifactByClient(const ArtifactLocation & al)=0;
 	virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
+	virtual void saveLocalState(const JsonNode & data)=0;
 	virtual void endTurn()=0;
 	virtual void buyArtifact(const CGHeroInstance *hero, ArtifactID aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
 	virtual void setFormation(const CGHeroInstance * hero, EArmyFormation mode)=0;
@@ -193,6 +194,7 @@ public:
 	void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
 	bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
 	bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
+	void saveLocalState(const JsonNode & data) override;
 	void endTurn() override;
 	void spellResearch(const CGTownInstance *town, SpellID spellAtSlot, bool accepted) override;
 	void swapGarrisonHero(const CGTownInstance *town) override;

+ 63 - 60
Mods/vcmi/config/vcmi/swedish.json

@@ -13,6 +13,8 @@
 	"vcmi.adventureMap.monsterThreat.levels.10" : "Dödlig",
 	"vcmi.adventureMap.monsterThreat.levels.11" : "Omöjlig",
 	"vcmi.adventureMap.monsterLevel"            : "\n\nNivå: %LEVEL - Faktion: %TOWN",
+	"vcmi.adventureMap.monsterMeleeType"        : "närstrid",
+	"vcmi.adventureMap.monsterRangedType"       : "fjärrstrid",
 
 	"vcmi.adventureMap.confirmRestartGame"               : "Är du säker på att du vill starta om spelet?",
 	"vcmi.adventureMap.noTownWithMarket"                 : "Det finns inga tillgängliga marknadsplatser!",
@@ -21,7 +23,7 @@
 	"vcmi.adventureMap.playerAttacked"                   : "Spelare har blivit attackerad: %s",
 	"vcmi.adventureMap.moveCostDetails"                  : "Förflyttningspoängs-kostnad: %TURNS tur(er) + %POINTS poäng - Återstående poäng: %REMAINING",
 	"vcmi.adventureMap.moveCostDetailsNoTurns"           : "Förflyttningspoängs-kostnad: %POINTS poäng - Återstående poäng: %REMAINING",
-	"vcmi.adventureMap.movementPointsHeroInfo" 			 : "(Förflyttningspoäng: %REMAINING / %POINTS)",
+	"vcmi.adventureMap.movementPointsHeroInfo"           : "(Förflyttningspoäng: %REMAINING / %POINTS)",
 	"vcmi.adventureMap.replayOpponentTurnNotImplemented" : "Tyvärr, att spela om motståndarens tur är inte implementerat ännu!",
 
 	"vcmi.capitalColors.0" : "Röd",
@@ -135,14 +137,15 @@
 	"vcmi.lobby.pvp.coin.hover"           : "Mynt",
 	"vcmi.lobby.pvp.coin.help"            : "Singla slant",
 	"vcmi.lobby.pvp.randomTown.hover"     : "Slumpmässig stad",
-	"vcmi.lobby.pvp.randomTown.help"      : "Skriv en slumpmässig stad i chatten",
-	"vcmi.lobby.pvp.randomTownVs.hover"   : "Slumpmässig stad vs.",
-	"vcmi.lobby.pvp.randomTownVs.help"    : "Skriv två slumpmässiga städer i chatten",
+	"vcmi.lobby.pvp.randomTown.help"      : "Skriv en slumpad stad i chatten",
+	"vcmi.lobby.pvp.randomTownVs.hover"   : "Slumpad stad vs.",
+	"vcmi.lobby.pvp.randomTownVs.help"    : "Skriv två slumpade städer i chatten",
 	"vcmi.lobby.pvp.versus"               : "vs.",
 
 	"vcmi.client.errors.invalidMap"       : "{Ogiltig karta eller kampanj}\n\nStartade inte spelet! Vald karta eller kampanj kan vara ogiltig eller skadad. Orsak:\n%s",
 	"vcmi.client.errors.missingCampaigns" : "{Saknade datafiler}\n\nKampanjernas datafiler hittades inte! Du kanske använder ofullständiga eller skadade Heroes 3-datafiler. Vänligen installera om speldata.",
 	"vcmi.server.errors.disconnected"     : "{Nätverksfel}\n\nAnslutningen till spelservern har förlorats!",
+	"vcmi.server.errors.playerLeft"       : "{Spelare har lämnat}\n\n%s spelaren har kopplat bort sig från spelet!", //%s -> spelarens färg
 	"vcmi.server.errors.existingProcess"  : "En annan VCMI-serverprocess är igång. Vänligen avsluta den innan du startar ett nytt spel.",
 	"vcmi.server.errors.modsToEnable"     : "{Följande modd(ar) krävs}",
 	"vcmi.server.errors.modsToDisable"    : "{Följande modd(ar) måste inaktiveras}",
@@ -221,8 +224,8 @@
 	"vcmi.systemOptions.enableUiEnhancementsButton.help"   : "{Gränssnittsförbättringar}\n\nVälj mellan olika förbättringar av användargränssnittet. Till exempel en lättåtkomlig ryggsäcksknapp med mera. Avaktivera för att få en mer klassisk spelupplevelse.",
 	"vcmi.systemOptions.enableLargeSpellbookButton.hover"  : "Stor trollformelsbok",
 	"vcmi.systemOptions.enableLargeSpellbookButton.help"   : "{Stor trollformelsbok}\n\nAktiverar en större trollformelsbok som rymmer fler trollformler per sida (animeringen av sidbyte i den större trollformelsboken fungerar inte).",
-	"vcmi.systemOptions.audioMuteFocus.hover"              : "Stänger av ljudet vid inaktivitet",
-	"vcmi.systemOptions.audioMuteFocus.help"               : "{Stäng av ljud vid inaktivitet}\n\nStänger av ljudet i spelet vid inaktivitet. Undantag är meddelanden i spelet och ljudet för ny tur/omgång.",
+	"vcmi.systemOptions.audioMuteFocus.hover"              : "Tyst vid inaktivitet",
+	"vcmi.systemOptions.audioMuteFocus.help"               : "{Tyst vid inaktivitet}\n\nStänger av ljudet i spelet vid inaktivitet. Undantag är meddelanden i spelet och ljudet för ny turomgång.",
 
 	"vcmi.adventureOptions.infoBarPick.hover"                : "Visar textmeddelanden i infopanelen",
 	"vcmi.adventureOptions.infoBarPick.help"                 : "{Infopanelsmeddelanden}\n\nNär det är möjligt kommer spelmeddelanden från besökande kartobjekt att visas i infopanelen istället för att dyka upp i ett separat fönster.",
@@ -234,11 +237,11 @@
 	"vcmi.adventureOptions.showGrid.help"                    : "{Visa rutnät}\n\nVisa rutnätsöverlägget som markerar gränserna mellan äventyrskartans brickor/rutor.",
 	"vcmi.adventureOptions.borderScroll.hover"               : "Kantrullning",
 	"vcmi.adventureOptions.borderScroll.help"                : "{Kantrullning}\n\nRullar äventyrskartan när markören är angränsande till fönsterkanten. Kan inaktiveras genom att hålla ned CTRL-tangenten.",
-	"vcmi.adventureOptions.infoBarCreatureManagement.hover"  : "Hantering av varelser i infopanelen i nedre högra hörnet",
+	"vcmi.adventureOptions.infoBarCreatureManagement.hover"  : "Hantera armén i nedre högra hörnet",
 	"vcmi.adventureOptions.infoBarCreatureManagement.help"   : "{Varelsehantering i infopanelen}\n\nTillåter omarrangering av varelser i infopanelen längst ner till höger på äventyrskartan istället för att bläddra mellan olika infopaneler.",
-	"vcmi.adventureOptions.leftButtonDrag.hover"             : "Dra kartan med vänster musknapp",
+	"vcmi.adventureOptions.leftButtonDrag.hover"             : "V.klicksdragning",
 	"vcmi.adventureOptions.leftButtonDrag.help"              : "{Vänsterklicksdragning}\n\nVid aktivering kan äventyrskartans kartvy dras genom att flytta musen med vänster musknapp nedtryckt.",
-	"vcmi.adventureOptions.rightButtonDrag.hover"            : "Dra kartan med höger musknapp",
+	"vcmi.adventureOptions.rightButtonDrag.hover"            : "H.klicksdragning",
 	"vcmi.adventureOptions.rightButtonDrag.help"             : "{Högerklicksdragning}\n\nVid aktivering kan äventyrskartans kartvy dras genom att flytta musen med höger musknapp nedtryckt.",
 	"vcmi.adventureOptions.smoothDragging.hover"             : "Mjuk kartdragning",
 	"vcmi.adventureOptions.smoothDragging.help"              : "{Mjuk kartdragning}\n\nVid aktivering så har kartdragningen en modern rullningseffekt.",
@@ -268,16 +271,16 @@
 	"vcmi.battleOptions.animationsSpeed1.help"           : "Ställ in animationshastigheten till mycket långsam.",
 	"vcmi.battleOptions.animationsSpeed5.help"           : "Ställ in animationshastigheten till mycket snabb.",
 	"vcmi.battleOptions.animationsSpeed6.help"           : "Ställ in animationshastigheten till omedelbar.",
-	"vcmi.battleOptions.movementHighlightOnHover.hover"  : "Muspeka (hovra) för att avslöja förflyttningsräckvidd",
-	"vcmi.battleOptions.movementHighlightOnHover.help"   : "{Muspeka för att avslöja förflyttningsräckvidd}\n\nVisar enheters potentiella förflyttningsräckvidd över slagfältet när du håller muspekaren över dem.",
+	"vcmi.battleOptions.movementHighlightOnHover.hover"  : "Avslöja förflyttningsräckvidd",
+	"vcmi.battleOptions.movementHighlightOnHover.help"   : "{Muspeka (hovra) för att avslöja förflyttningsräckvidd}\n\nVisar enheters potentiella förflyttningsräckvidd över slagfältet när du håller muspekaren över dem.",
 	"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Avslöja skyttars räckvidd",
 	"vcmi.battleOptions.rangeLimitHighlightOnHover.help" : "{Muspeka för att avslöja skyttars räckvidd}\n\nVisar hur långt en enhets distansattack sträcker sig över slagfältet när du håller muspekaren över dem.",
 	"vcmi.battleOptions.showStickyHeroInfoWindows.hover" : "Visa fönster med hjältars primärförmågor",
 	"vcmi.battleOptions.showStickyHeroInfoWindows.help"  : "{Visa fönster med hjältars primärförmågor}\n\nKommer alltid att visa ett fönster där du kan se dina hjältars primärförmågor (anfall, försvar, trollkonst, kunskap och trollformelpoäng).",
 	"vcmi.battleOptions.skipBattleIntroMusic.hover"      : "Hoppa över intromusik",
 	"vcmi.battleOptions.skipBattleIntroMusic.help"       : "{Hoppa över intromusik}\n\nTillåt åtgärder under intromusiken som spelas i början av varje strid.",
-	"vcmi.battleOptions.endWithAutocombat.hover"         : "Slutför striden så fort som möjligt",
-	"vcmi.battleOptions.endWithAutocombat.help"          : "{Slutför strid}\n\nAuto-strid spelar striden åt dig för att striden ska slutföras så fort som möjligt.",
+	"vcmi.battleOptions.endWithAutocombat.hover"         : "Snabbstrid (AI)",
+	"vcmi.battleOptions.endWithAutocombat.help"          : "{Slutför striden så fort som möjligt}\n\nAI för auto-strid spelar striden åt dig för att striden ska slutföras så fort som möjligt.",
 	"vcmi.battleOptions.showQuickSpell.hover"            : "Snabb åtkomst till dina trollformler",
 	"vcmi.battleOptions.showQuickSpell.help"             : "{Visa snabbtrollformels-panelen}\n\nVisar en snabbvalspanel vid sidan av stridsfönstret där du har snabb åtkomst till några av dina trollformler",
 
@@ -365,15 +368,15 @@
 	"vcmi.optionsTab.turnOptions.help"  : "Välj alternativ för turomgångs-timer och simultana turer",
 
 	"vcmi.optionsTab.chessFieldBase.hover"          : "Bas-timern",
-	"vcmi.optionsTab.chessFieldTurn.hover"          : "Turomgångs-timern",
+	"vcmi.optionsTab.chessFieldTurn.hover"          : "Tur-timern",
 	"vcmi.optionsTab.chessFieldBattle.hover"        : "Strids-timern",
 	"vcmi.optionsTab.chessFieldUnit.hover"          : "Enhets-timern",
-	"vcmi.optionsTab.chessFieldBase.help"           : "Används när {Turomgångs-timern} når '0'. Ställs in en gång i början av spelet. När den når '0' avslutas den aktuella turomgången (pågående strid avslutas med förlust).",
+	"vcmi.optionsTab.chessFieldBase.help"           : "Används när {Tur-timern} når '0'. Ställs in en gång i början av spelet. När den når '0' avslutas den aktuella turomgången (pågående strid avslutas med förlust).",
 	"vcmi.optionsTab.chessFieldTurnAccumulate.help" : "Används utanför strid eller när {Strids-timern} tar slut. Återställs varje turomgång. Outnyttjad tid läggs till i {Bas-timern} till nästa turomgång.",
 	"vcmi.optionsTab.chessFieldTurnDiscard.help"    : "Används utanför strid eller när {Strids-timern} tar slut. Återställs varje turomgång. Outnyttjad tid går förlorad.",
-	"vcmi.optionsTab.chessFieldBattle.help"         : "Används i strider med AI eller i PVP-strid när {Enhets-timern} tar slut. Återställs i början av varje strid.",
-	"vcmi.optionsTab.chessFieldUnitAccumulate.help" : "Används när du styr din enhet i PVP-strid. Outnyttjad tid läggs till i {Strids-timern} när enheten har avslutat sin turomgång.",
-	"vcmi.optionsTab.chessFieldUnitDiscard.help"    : "Används när du styr din enhet i PVP-strid. Återställs i början av varje enhets turomgång. Outnyttjad tid går förlorad.",
+	"vcmi.optionsTab.chessFieldBattle.help"         : "Används i strider med AI eller i PvP-strid när {Enhets-timern} tar slut. Återställs i början av varje strid.",
+	"vcmi.optionsTab.chessFieldUnitAccumulate.help" : "Används när du styr din enhet i PvP-strid. Outnyttjad tid läggs till i {Strids-timern} när enheten har avslutat sin turomgång.",
+	"vcmi.optionsTab.chessFieldUnitDiscard.help"    : "Används när du styr din enhet i PvP-strid. Återställs i början av varje enhets turomgång. Outnyttjad tid går förlorad.",
 
 	"vcmi.optionsTab.accumulate" : "Ackumulera",
 
@@ -385,7 +388,7 @@
 	"vcmi.optionsTab.simturnsMax.help"  : "Spela samtidigt som andra spelare under ett angivet antal dagar eller tills en tillräckligt nära kontakt inträffar med en annan spelare",
 	"vcmi.optionsTab.simturnsAI.help"   : "{Simultana AI-turomgångar}\nExperimentellt alternativ. Tillåter AI-spelare att agera samtidigt som den mänskliga spelaren när simultana turomgångar är aktiverade.",
 
-	"vcmi.optionsTab.turnTime.select"     : "Turtids-förinställningar",
+	"vcmi.optionsTab.turnTime.select"     : "Timer-inställningar för turomgångar",
 	"vcmi.optionsTab.turnTime.unlimited"  : "Obegränsat med tid",
 	"vcmi.optionsTab.turnTime.classic.1"  : "Klassisk timer: 1 minut",
 	"vcmi.optionsTab.turnTime.classic.2"  : "Klassisk timer: 2 minuter",
@@ -393,22 +396,22 @@
 	"vcmi.optionsTab.turnTime.classic.10" : "Klassisk timer: 10 minuter",
 	"vcmi.optionsTab.turnTime.classic.20" : "Klassisk timer: 20 minuter",
 	"vcmi.optionsTab.turnTime.classic.30" : "Klassisk timer: 30 minuter",
-	"vcmi.optionsTab.turnTime.chess.20"   : "Schack-timer: 20:00 + 10:00 + 02:00 + 00:00",
-	"vcmi.optionsTab.turnTime.chess.16"   : "Schack-timer: 16:00 + 08:00 + 01:30 + 00:00",
-	"vcmi.optionsTab.turnTime.chess.8"    : "Schack-timer: 08:00 + 04:00 + 01:00 + 00:00",
-	"vcmi.optionsTab.turnTime.chess.4"    : "Schack-timer: 04:00 + 02:00 + 00:30 + 00:00",
-	"vcmi.optionsTab.turnTime.chess.2"    : "Schack-timer: 02:00 + 01:00 + 00:15 + 00:00",
-	"vcmi.optionsTab.turnTime.chess.1"    : "Schack-timer: 01:00 + 01:00 + 00:00 + 00:00",
-
-	"vcmi.optionsTab.simturns.select"         : "Välj förinställning för simultana/samtidiga turer",
+	"vcmi.optionsTab.turnTime.chess.20"   : "Schack: 20:00 + 10:00 + 02:00 + 00:00",
+	"vcmi.optionsTab.turnTime.chess.16"   : "Schack: 16:00 + 08:00 + 01:30 + 00:00",
+	"vcmi.optionsTab.turnTime.chess.8"    : "Schack: 08:00 + 04:00 + 01:00 + 00:00",
+	"vcmi.optionsTab.turnTime.chess.4"    : "Schack: 04:00 + 02:00 + 00:30 + 00:00",
+	"vcmi.optionsTab.turnTime.chess.2"    : "Schack: 02:00 + 01:00 + 00:15 + 00:00",
+	"vcmi.optionsTab.turnTime.chess.1"    : "Schack: 01:00 + 01:00 + 00:00 + 00:00",
+
+	"vcmi.optionsTab.simturns.select"         : "Simultana/samtidiga turomgångsinställningar",
 	"vcmi.optionsTab.simturns.none"           : "Inga simultana/samtidiga turer",
-	"vcmi.optionsTab.simturns.tillContactMax" : "Simultantur: Fram till kontakt",
-	"vcmi.optionsTab.simturns.tillContact1"   : "Simultantur: 1 vecka, bryt vid kontakt",
-	"vcmi.optionsTab.simturns.tillContact2"   : "Simultantur: 2 veckor, bryt vid kontakt",
-	"vcmi.optionsTab.simturns.tillContact4"   : "Simultantur: 1 månad, bryt vid kontakt",
-	"vcmi.optionsTab.simturns.blocked1"       : "Simultantur: 1 vecka, kontakter blockerade",
-	"vcmi.optionsTab.simturns.blocked2"       : "Simultantur: 2 veckor, kontakter blockerade",
-	"vcmi.optionsTab.simturns.blocked4"       : "Simultantur: 1 månad, kontakter blockerade",
+	"vcmi.optionsTab.simturns.tillContactMax" : "Sam-tur: Fram till kontakt",
+	"vcmi.optionsTab.simturns.tillContact1"   : "Sam-tur: 1 vecka, bryt vid kontakt",
+	"vcmi.optionsTab.simturns.tillContact2"   : "Sam-tur: 2 veckor, bryt vid kontakt",
+	"vcmi.optionsTab.simturns.tillContact4"   : "Sam-tur: 1 månad, bryt vid kontakt",
+	"vcmi.optionsTab.simturns.blocked1"       : "Sam-tur: 1 vecka, kontakter blockerade",
+	"vcmi.optionsTab.simturns.blocked2"       : "Sam-tur: 2 veckor, kontakter blockerade",
+	"vcmi.optionsTab.simturns.blocked4"       : "Sam-tur: 1 månad, kontakter blockerade",
 
 	// Translation note: translate strings below using form that is correct for "0 days", "1 day" and "2 days" in your language
 	// Using this information, VCMI will automatically select correct plural form for every possible amount
@@ -525,10 +528,10 @@
 	"core.bonus.AIR_IMMUNITY.description"                : "Immun mot alla trollformler från skolan för luftmagi",
 	"core.bonus.ATTACKS_ALL_ADJACENT.name"               : "Attackera runtomkring",
 	"core.bonus.ATTACKS_ALL_ADJACENT.description"        : "Attackerar alla angränsande fiender",
-	"core.bonus.BLOCKS_RETALIATION.name"                 : "Ingen motattack",
+	"core.bonus.BLOCKS_RETALIATION.name"                 : "Blockera närstrids-motattack",
 	"core.bonus.BLOCKS_RETALIATION.description"          : "Fienden kan inte slå tillbaka/retaliera",
-	"core.bonus.BLOCKS_RANGED_RETALIATION.name"          : "Ingen motattack på avstånd",
-	"core.bonus.BLOCKS_RANGED_RETALIATION.description"   : "Fienden kan inte göra en motattack/retaliering på avstånd genom att använda en distansattack",
+	"core.bonus.BLOCKS_RANGED_RETALIATION.name"          : "Blockera fjärrstrids-motattack",
+	"core.bonus.BLOCKS_RANGED_RETALIATION.description"   : "Fienden kan inte retaliera på avstånd genom att använda en distansattack",
 	"core.bonus.CATAPULT.name"                           : "Katapult",
 	"core.bonus.CATAPULT.description"                    : "Attackerar belägringsmurar",
 	"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name"        : "Minska trollformelkostnaden (${val})",
@@ -538,21 +541,21 @@
 	"core.bonus.CHARGE_IMMUNITY.name"                    : "Galoppanfalls-immunitet",
 	"core.bonus.CHARGE_IMMUNITY.description"             : "Immun mot ryttares och tornerares galopperande ridanfall",
 	"core.bonus.DARKNESS.name"                           : "I skydd av mörkret",
-	"core.bonus.DARKNESS.description"                    : "Skapar ett hölje av mörker med en ${val}-rutorsradie",
+	"core.bonus.DARKNESS.description"                    : "Skapar ett mörkerhölje med en rut-radie på ${val} som gäckar dina fiender",
 	"core.bonus.DEATH_STARE.name"                        : "Dödsblick (${val}%)",
-	"core.bonus.DEATH_STARE.description"                 : "Varje förbandsenhet med 'Dödsblick' har ${val}% chans att döda den översta enheten i ett fiendeförband",
+	"core.bonus.DEATH_STARE.description"                 : "Varje 'Dödsblick' har ${val}% chans att döda den översta fiendeenheten",
 	"core.bonus.DEFENSIVE_STANCE.name"                   : "Försvarshållning",
-	"core.bonus.DEFENSIVE_STANCE.description"            : "Ger ytterligare +${val} till enhetens försvarsförmåga när du väljer att försvarar dig",
+	"core.bonus.DEFENSIVE_STANCE.description"            : "När du väljer att försvara en enhet så får den +${val} extra försvar",
 	"core.bonus.DESTRUCTION.name"                        : "Förintelse",
 	"core.bonus.DESTRUCTION.description"                 : "Har ${val}% chans att döda extra enheter efter attack",
 	"core.bonus.DOUBLE_DAMAGE_CHANCE.name"               : "Dödsstöt",
-	"core.bonus.DOUBLE_DAMAGE_CHANCE.description"        : "Har ${val}% chans att ge dubbel basskada vid attack",
+	"core.bonus.DOUBLE_DAMAGE_CHANCE.description"        : "Har ${val}% chans att utdela dubbel basskada vid attack",
 	"core.bonus.DRAGON_NATURE.name"                      : "Drake",
 	"core.bonus.DRAGON_NATURE.description"               : "Varelsen har en draknatur",
 	"core.bonus.EARTH_IMMUNITY.name"                     : "Jord-immunitet",
 	"core.bonus.EARTH_IMMUNITY.description"              : "Immun mot alla trollformler från skolan för jordmagi",
 	"core.bonus.ENCHANTER.name"                          : "Förtrollare",
-	"core.bonus.ENCHANTER.description"                   : "Kan kasta ${subtyp.spell} på alla varje tur/omgång",
+	"core.bonus.ENCHANTER.description"                   : "Kan kasta ${subtyp.spell} på alla varje turomgång",
 	"core.bonus.ENCHANTED.name"                          : "Förtrollad",
 	"core.bonus.ENCHANTED.description"                   : "Påverkas av permanent ${subtype.spell}",
 	"core.bonus.ENEMY_ATTACK_REDUCTION.name"             : "Avfärda attack (${val}%)",
@@ -578,15 +581,15 @@
 	"core.bonus.GARGOYLE.name"                           : "Stenfigur",
 	"core.bonus.GARGOYLE.description"                    : "Kan varken upplivas eller läkas",
 	"core.bonus.GENERAL_DAMAGE_REDUCTION.name"           : "Minska skada (${val}%)",
-	"core.bonus.GENERAL_DAMAGE_REDUCTION.description"    : "Reducerar fysisk skada från både distans- och närstridsattacker",
+	"core.bonus.GENERAL_DAMAGE_REDUCTION.description"    : "Reducerar skadan från distans- och närstrids-attacker",
 	"core.bonus.HATE.name"                               : "Hatar ${subtyp.varelse}",
 	"core.bonus.HATE.description"                        : "Gör ${val}% mer skada mot ${subtyp.varelse}",
 	"core.bonus.HEALER.name"                             : "Helare",
 	"core.bonus.HEALER.description"                      : "Helar/läker allierade enheter",
 	"core.bonus.HP_REGENERATION.name"                    : "Självläkande",
-	"core.bonus.HP_REGENERATION.description"             : "Får tillbaka ${val} träffpoäng (hälsa) varje runda",
+	"core.bonus.HP_REGENERATION.description"             : "Får tillbaka ${val} hälsa (träffpoäng) varje runda",
 	"core.bonus.JOUSTING.name"                           : "Galopperande ridanfall",
-	"core.bonus.JOUSTING.description"                    : "Orsakar +${val}% extra skada för varje ruta som enheten förflyttas innan attack",
+	"core.bonus.JOUSTING.description"                    : "Orsakar +${val}% mer skada för varje ruta som förflyttas innan attack",
 	"core.bonus.KING.name"                               : "Kung",
 	"core.bonus.KING.description"                        : "Sårbar för 'Dräpar'-nivå ${val} eller högre",
 	"core.bonus.LEVEL_SPELL_IMMUNITY.name"               : "Förtrollningsimmunitet 1-${val}",
@@ -594,13 +597,13 @@
 	"core.bonus.LIMITED_SHOOTING_RANGE.name"             : "Begränsad räckvidd för skjutning",
 	"core.bonus.LIMITED_SHOOTING_RANGE.description"      : "Kan inte sikta på enheter längre bort än ${val} rutor",
 	"core.bonus.LIFE_DRAIN.name"                         : "Dränerar livskraft (${val}%)",
-	"core.bonus.LIFE_DRAIN.description"                  : "Dränerar ${val}% träffpoäng (hälsa) av utdelad skada",
+	"core.bonus.LIFE_DRAIN.description"                  : "Dränerar ${val}% hälsa (träffpoäng) av utdelad skada",
 	"core.bonus.MANA_CHANNELING.name"                    : "Kanalisera trollformelspoäng ${val}%",
-	"core.bonus.MANA_CHANNELING.description"             : "Ger din hjälte ${val}% av den mängd trollformelspoäng som fienden spenderar per trollformel i strid",
+	"core.bonus.MANA_CHANNELING.description"             : "Ger din hjälte ${val}% av fiendens spenderade trollformelspoäng i strid",
 	"core.bonus.MANA_DRAIN.name"                         : "Dränera trollformelspoäng",
 	"core.bonus.MANA_DRAIN.description"                  : "Dränerar ${val} trollformelspoäng varje tur",
 	"core.bonus.MAGIC_MIRROR.name"                       : "Magisk spegel (${val}%)",
-	"core.bonus.MAGIC_MIRROR.description"                : "Har ${val}% chans att reflektera (omdirigera) en offensiv trollformel på en fiendeenhet",
+	"core.bonus.MAGIC_MIRROR.description"                : "${val}% chans att reflektera en offensiv trollformel på en fiendeenhet",
 	"core.bonus.MAGIC_RESISTANCE.name"                   : "Magiskt motstånd (${val}%)",
 	"core.bonus.MAGIC_RESISTANCE.description"            : "Har en ${val}% chans att motstå en skadlig trollformel",
 	"core.bonus.MIND_IMMUNITY.name"                      : "Immunitet mot sinnesförtrollningar",
@@ -610,11 +613,11 @@
 	"core.bonus.NO_MELEE_PENALTY.name"                   : "Ingen närstridsbestraffning",
 	"core.bonus.NO_MELEE_PENALTY.description"            : "Varelsen har ingen närstridsbestraffning",
 	"core.bonus.NO_MORALE.name"                          : "Ingen Moralpåverkan",
-	"core.bonus.NO_MORALE.description"                   : "Varelsen är immun mot moraliska effekter och har alltid neutral moral",
+	"core.bonus.NO_MORALE.description"                   : "Är immun mot moraliska effekter och har alltid neutral moral",
 	"core.bonus.NO_WALL_PENALTY.name"                    : "Ingen murbestraffning",
 	"core.bonus.NO_WALL_PENALTY.description"             : "Orsakar full skada mot fiender bakom en mur",
 	"core.bonus.NON_LIVING.name"                         : "Icke levande",
-	"core.bonus.NON_LIVING.description"                  : "Immunitet mot många effekter som annars bara påverkar levande och odöda varelser",
+	"core.bonus.NON_LIVING.description"                  : "Påverkas inte av vissa effekter som levande/odöda gör",
 	"core.bonus.RANDOM_SPELLCASTER.name"                 : "Slumpmässig besvärjare",
 	"core.bonus.RANDOM_SPELLCASTER.description"          : "Kan kasta trollformler som väljs slumpmässigt",
 	"core.bonus.RANGED_RETALIATION.name"                 : "Motattacker på avstånd",
@@ -624,21 +627,21 @@
 	"core.bonus.REBIRTH.name"                            : "Återfödelse (${val}%)",
 	"core.bonus.REBIRTH.description"                     : "${val}% av enheterna kommer att återuppväckas efter döden",
 	"core.bonus.RETURN_AFTER_STRIKE.name"                : "Återvänder efter närstrid",
-	"core.bonus.RETURN_AFTER_STRIKE.description"         : "Efter att ha attackerat en fiendeenhet i närstrid återvänder enheten till rutan som den var placerad på innan den utförde sin närstridsattack",
+	"core.bonus.RETURN_AFTER_STRIKE.description"         : "Efter närstridsattack återvänder den till sin ursprungliga ruta",
 	"core.bonus.REVENGE.name"                            : "Hämnd",
-	"core.bonus.REVENGE.description"                     : "Orsakar extra skada baserat på angriparens förlorade träffpoäng (hälsa) i strid",
+	"core.bonus.REVENGE.description"                     : "Orsakar mer skada om den själv blivit skadad",
 	"core.bonus.SHOOTER.name"                            : "Distans-attack",
 	"core.bonus.SHOOTER.description"                     : "Varelsen kan skjuta/attackera på avstånd",
 	"core.bonus.SHOOTS_ALL_ADJACENT.name"                : "Skjuter alla i närheten",
-	"core.bonus.SHOOTS_ALL_ADJACENT.description"         : "Denna varelses distans-attacker drabbar alla mål i ett litet område",
+	"core.bonus.SHOOTS_ALL_ADJACENT.description"         : "Dess distans-attacker drabbar alla mål i ett litet område",
 	"core.bonus.SOUL_STEAL.name"                         : "Själtjuv",
-	"core.bonus.SOUL_STEAL.description"                  : "Återuppväcker ${val} av sina egna enheter för varje dödad fiendeenhet",
+	"core.bonus.SOUL_STEAL.description"                  : "Återuppväcker ${val} av sina egna för varje dödad fiendeenhet",
 	"core.bonus.SPELLCASTER.name"                        : "Besvärjare",
 	"core.bonus.SPELLCASTER.description"                 : "Kan kasta ${subtype.spell}",
 	"core.bonus.SPELL_AFTER_ATTACK.name"                 : "Besvärja efter attack",
-	"core.bonus.SPELL_AFTER_ATTACK.description"          : "Har en ${val}% chans att kasta ${subtype.spell} efter att den har attackerat",
+	"core.bonus.SPELL_AFTER_ATTACK.description"          : "Har ${val}% chans att kasta ${subtype.spell} efter anfall",
 	"core.bonus.SPELL_BEFORE_ATTACK.name"                : "Besvärja före attack",
-	"core.bonus.SPELL_BEFORE_ATTACK.description"         : "Har en ${val}% chans att kasta ${subtype.spell} innan den attackerar",
+	"core.bonus.SPELL_BEFORE_ATTACK.description"         : "Har ${val}% chans att kasta ${subtype.spell} före anfall",
 	"core.bonus.SPELL_DAMAGE_REDUCTION.name"             : "Trolldoms-resistens",
 	"core.bonus.SPELL_DAMAGE_REDUCTION.description"      : "Skadan från trollformler är reducet med ${val}%.",
 	"core.bonus.SPELL_IMMUNITY.name"                     : "Trolldoms-immunitet",
@@ -659,14 +662,14 @@
 	"core.bonus.TRANSMUTATION.description"               : "${val}% chans att förvandla angripen enhet till en annan typ",
 	"core.bonus.UNDEAD.name"                             : "Odöd",
 	"core.bonus.UNDEAD.description"                      : "Varelsen är odöd",
-	"core.bonus.UNLIMITED_RETALIATIONS.name"             : "Obegränsat antal motattacker",
-	"core.bonus.UNLIMITED_RETALIATIONS.description"      : "Kan slå tillbaka mot ett obegränsat antal attacker varje omgång",
+	"core.bonus.UNLIMITED_RETALIATIONS.name"             : "Slår tillbaka varje gång",
+	"core.bonus.UNLIMITED_RETALIATIONS.description"      : "Obegränsat antal motattacker",
 	"core.bonus.WATER_IMMUNITY.name"                     : "Vatten-immunitet",
-	"core.bonus.WATER_IMMUNITY.description"              : "Immun mot alla trollformler från vattenmagi-skolan",
+	"core.bonus.WATER_IMMUNITY.description"              : "Immun mot alla trollformler från vattenmagiskolan",
 	"core.bonus.WIDE_BREATH.name"                        : "Bred dödlig andedräkt",
 	"core.bonus.WIDE_BREATH.description"                 : "Bred andningsattack (flera rutor)",
 	"core.bonus.DISINTEGRATE.name"                       : "Desintegrerar",
-	"core.bonus.DISINTEGRATE.description"                : "Ingen fysisk kropp finns kvar efter att enheten blivit besegrad i strid",
+	"core.bonus.DISINTEGRATE.description"                : "Ingen kropp lämnas kvar efter dödsögonblicket",
 	"core.bonus.INVINCIBLE.name"                         : "Oövervinnerlig",
 	"core.bonus.INVINCIBLE.description"                  : "Kan inte påverkas av någonting"
 }

+ 3 - 1
client/CPlayerInterface.cpp

@@ -1138,7 +1138,7 @@ void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component
 		const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
 		if(t)
 		{
-			auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->town->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
+			auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
 			image->scaleTo(Point(35, 23));
 			images.push_back(image);
 		}
@@ -1333,6 +1333,8 @@ void CPlayerInterface::initializeHeroTownList()
 			localState->addOwnedTown(town);
 	}
 
+	localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
+
 	if(adventureInt)
 		adventureInt->onHeroChanged(nullptr);
 }

+ 1 - 1
client/ClientCommandManager.cpp

@@ -453,7 +453,7 @@ void ClientCommandManager::handleTellCommand(std::istringstream& singleWordBuffe
 	if(what == "hs")
 	{
 		for(const CGHeroInstance* h : LOCPLINT->cb->getHeroesInfo())
-			if(h->type->getIndex() == id1)
+			if(h->getHeroTypeID().getNum() == id1)
 				if(const CArtifactInstance* a = h->getArt(ArtifactPosition(id2)))
 					printCommandMessage(a->nodeName());
 	}

+ 1 - 1
client/HeroMovementController.cpp

@@ -375,7 +375,7 @@ void HeroMovementController::sendMovementRequest(const CGHeroInstance * h, const
 	{
 		updateMovementSound(h, currNode.coord, nextNode.coord, nextNode.action);
 
-		assert(h->pos.z == nextNode.coord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
+		assert(h->anchorPos().z == nextNode.coord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
 
 		logGlobal->trace("Requesting hero movement to %s", nextNode.coord.toString());
 

+ 1 - 1
client/NetPacksClient.cpp

@@ -671,7 +671,7 @@ void ApplyClientNetPackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
 void ApplyClientNetPackVisitor::visitHeroRecruited(HeroRecruited & pack)
 {
 	CGHeroInstance *h = gs.map->heroesOnMap.back();
-	if(h->getHeroType() != pack.hid)
+	if(h->getHeroTypeID() != pack.hid)
 	{
 		logNetwork->error("Something wrong with hero recruited!");
 	}

+ 135 - 19
client/PlayerLocalState.cpp

@@ -11,6 +11,7 @@
 #include "PlayerLocalState.h"
 
 #include "../CCallback.h"
+#include "../lib/json/JsonNode.h"
 #include "../lib/mapObjects/CGHeroInstance.h"
 #include "../lib/mapObjects/CGTownInstance.h"
 #include "../lib/pathfinder/CGPathNode.h"
@@ -23,34 +24,20 @@ PlayerLocalState::PlayerLocalState(CPlayerInterface & owner)
 {
 }
 
-void PlayerLocalState::saveHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
+const PlayerSpellbookSetting & PlayerLocalState::getSpellbookSettings()
 {
-	for(auto & p : paths)
-	{
-		if(p.second.nodes.size())
-			pathsMap[p.first] = p.second.endPos();
-		else
-			logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
-	}
+	return spellbookSettings;
 }
 
-void PlayerLocalState::loadHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
+void PlayerLocalState::setSpellbookSettings(const PlayerSpellbookSetting & newSettings)
 {
-	if(owner.cb)
-	{
-		for(auto & p : pathsMap)
-		{
-			CGPath path;
-			owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
-			paths[p.first] = path;
-			logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
-		}
-	}
+	spellbookSettings = newSettings;
 }
 
 void PlayerLocalState::setPath(const CGHeroInstance * h, const CGPath & path)
 {
 	paths[h] = path;
+	syncronizeState();
 }
 
 const CGPath & PlayerLocalState::getPath(const CGHeroInstance * h) const
@@ -70,6 +57,7 @@ bool PlayerLocalState::setPath(const CGHeroInstance * h, const int3 & destinatio
 	if(!owner.cb->getPathsInfo(h)->getPath(path, destination))
 	{
 		paths.erase(h); //invalidate previously possible path if selected (before other hero blocked only path / fly spell expired)
+		syncronizeState();
 		return false;
 	}
 
@@ -93,6 +81,7 @@ void PlayerLocalState::erasePath(const CGHeroInstance * h)
 {
 	paths.erase(h);
 	adventureInt->onHeroChanged(h);
+	syncronizeState();
 }
 
 void PlayerLocalState::verifyPath(const CGHeroInstance * h)
@@ -170,6 +159,7 @@ void PlayerLocalState::setSelection(const CArmedInstance * selection)
 
 	if (adventureInt && selection)
 		adventureInt->onSelectionChanged(selection);
+	syncronizeState();
 }
 
 bool PlayerLocalState::isHeroSleeping(const CGHeroInstance * hero) const
@@ -184,6 +174,7 @@ void PlayerLocalState::setHeroAsleep(const CGHeroInstance * hero)
 	assert(!vstd::contains(sleepingHeroes, hero));
 
 	sleepingHeroes.push_back(hero);
+	syncronizeState();
 }
 
 void PlayerLocalState::setHeroAwaken(const CGHeroInstance * hero)
@@ -193,6 +184,7 @@ void PlayerLocalState::setHeroAwaken(const CGHeroInstance * hero)
 	assert(vstd::contains(sleepingHeroes, hero));
 
 	vstd::erase(sleepingHeroes, hero);
+	syncronizeState();
 }
 
 const std::vector<const CGHeroInstance *> & PlayerLocalState::getWanderingHeroes()
@@ -215,6 +207,8 @@ void PlayerLocalState::addWanderingHero(const CGHeroInstance * hero)
 
 	if (currentSelection == nullptr)
 		setSelection(hero);
+
+	syncronizeState();
 }
 
 void PlayerLocalState::removeWanderingHero(const CGHeroInstance * hero)
@@ -236,6 +230,8 @@ void PlayerLocalState::removeWanderingHero(const CGHeroInstance * hero)
 
 	if (currentSelection == nullptr && !ownedTowns.empty())
 		setSelection(ownedTowns.front());
+
+	syncronizeState();
 }
 
 void PlayerLocalState::swapWanderingHero(size_t pos1, size_t pos2)
@@ -244,6 +240,8 @@ void PlayerLocalState::swapWanderingHero(size_t pos1, size_t pos2)
 	std::swap(wanderingHeroes.at(pos1), wanderingHeroes.at(pos2));
 
 	adventureInt->onHeroOrderChanged();
+
+	syncronizeState();
 }
 
 const std::vector<const CGTownInstance *> & PlayerLocalState::getOwnedTowns()
@@ -266,6 +264,8 @@ void PlayerLocalState::addOwnedTown(const CGTownInstance * town)
 
 	if (currentSelection == nullptr)
 		setSelection(town);
+
+	syncronizeState();
 }
 
 void PlayerLocalState::removeOwnedTown(const CGTownInstance * town)
@@ -282,6 +282,8 @@ void PlayerLocalState::removeOwnedTown(const CGTownInstance * town)
 
 	if (currentSelection == nullptr && !ownedTowns.empty())
 		setSelection(ownedTowns.front());
+
+	syncronizeState();
 }
 
 void PlayerLocalState::swapOwnedTowns(size_t pos1, size_t pos2)
@@ -289,5 +291,119 @@ void PlayerLocalState::swapOwnedTowns(size_t pos1, size_t pos2)
 	assert(ownedTowns[pos1] && ownedTowns[pos2]);
 	std::swap(ownedTowns.at(pos1), ownedTowns.at(pos2));
 
+	syncronizeState();
+
 	adventureInt->onTownOrderChanged();
 }
+
+void PlayerLocalState::syncronizeState()
+{
+	JsonNode data;
+	serialize(data);
+	owner.cb->saveLocalState(data);
+}
+
+void PlayerLocalState::serialize(JsonNode & dest) const
+{
+	dest.clear();
+
+	for (auto const * town : ownedTowns)
+	{
+		JsonNode record;
+		record["id"].Integer() = town->id;
+		dest["towns"].Vector().push_back(record);
+	}
+
+	for (auto const * hero : wanderingHeroes)
+	{
+		JsonNode record;
+		record["id"].Integer() = hero->id;
+		if (vstd::contains(sleepingHeroes, hero))
+			record["sleeping"].Bool() = true;
+
+		if (paths.count(hero))
+		{
+			record["path"]["x"].Integer() = paths.at(hero).lastNode().coord.x;
+			record["path"]["y"].Integer() = paths.at(hero).lastNode().coord.y;
+			record["path"]["z"].Integer() = paths.at(hero).lastNode().coord.z;
+		}
+		dest["heroes"].Vector().push_back(record);
+	}
+	dest["spellbook"]["pageBattle"].Integer() = spellbookSettings.spellbookLastPageBattle;
+	dest["spellbook"]["pageAdvmap"].Integer() = spellbookSettings.spellbookLastPageAdvmap;
+	dest["spellbook"]["tabBattle"].Integer() = spellbookSettings.spellbookLastTabBattle;
+	dest["spellbook"]["tabAdvmap"].Integer() = spellbookSettings.spellbookLastTabAdvmap;
+
+	dest["currentSelection"].Integer() = currentSelection->id;
+}
+
+void PlayerLocalState::deserialize(const JsonNode & source)
+{
+	// this method must be called after player state has been initialized
+	assert(currentSelection != nullptr);
+	assert(!ownedTowns.empty() || wanderingHeroes.empty());
+
+	auto oldHeroes = wanderingHeroes;
+	auto oldTowns = ownedTowns;
+
+	paths.clear();
+	sleepingHeroes.clear();
+	wanderingHeroes.clear();
+	ownedTowns.clear();
+
+	for (auto const & town : source["towns"].Vector())
+	{
+		ObjectInstanceID objID(town["id"].Integer());
+		const CGTownInstance * townPtr = owner.cb->getTown(objID);
+
+		if (!townPtr)
+			continue;
+
+		if (!vstd::contains(oldTowns, townPtr))
+			continue;
+
+		ownedTowns.push_back(townPtr);
+		vstd::erase(oldTowns, townPtr);
+	}
+
+	for (auto const & hero : source["heroes"].Vector())
+	{
+		ObjectInstanceID objID(hero["id"].Integer());
+		const CGHeroInstance * heroPtr = owner.cb->getHero(objID);
+
+		if (!heroPtr)
+			continue;
+
+		if (!vstd::contains(oldHeroes, heroPtr))
+			continue;
+
+		wanderingHeroes.push_back(heroPtr);
+		vstd::erase(oldHeroes, heroPtr);
+
+		if (hero["sleeping"].Bool())
+			sleepingHeroes.push_back(heroPtr);
+
+		if (hero["path"]["x"].isNumber() && hero["path"]["y"].isNumber() && hero["path"]["z"].isNumber())
+		{
+			int3 pathTarget(hero["path"]["x"].Integer(), hero["path"]["y"].Integer(), hero["path"]["z"].Integer());
+			setPath(heroPtr, pathTarget);
+		}
+	}
+
+	spellbookSettings.spellbookLastPageBattle = source["spellbook"]["pageBattle"].Integer();
+	spellbookSettings.spellbookLastPageAdvmap = source["spellbook"]["pageAdvmap"].Integer();
+	spellbookSettings.spellbookLastTabBattle = source["spellbook"]["tabBattle"].Integer();
+	spellbookSettings.spellbookLastTabAdvmap = source["spellbook"]["tabAdvmap"].Integer();
+
+	// append any owned heroes / towns that were not present in loaded state
+	wanderingHeroes.insert(wanderingHeroes.end(), oldHeroes.begin(), oldHeroes.end());
+	ownedTowns.insert(ownedTowns.end(), oldTowns.begin(), oldTowns.end());
+
+//FIXME: broken, anything that is selected in here will be overwritten on NewTurn pack
+//	ObjectInstanceID selectedObjectID(source["currentSelection"].Integer());
+//	const CGObjectInstance * objectPtr = owner.cb->getObjInstance(selectedObjectID);
+//	const CArmedInstance * armyPtr = dynamic_cast<const CArmedInstance*>(objectPtr);
+//
+//	if (armyPtr)
+//		setSelection(armyPtr);
+}

+ 18 - 10
client/PlayerLocalState.h

@@ -14,6 +14,7 @@ VCMI_LIB_NAMESPACE_BEGIN
 class CGHeroInstance;
 class CGTownInstance;
 class CArmedInstance;
+class JsonNode;
 struct CGPath;
 class int3;
 
@@ -21,6 +22,15 @@ VCMI_LIB_NAMESPACE_END
 
 class CPlayerInterface;
 
+struct PlayerSpellbookSetting
+{
+	//on which page we left spellbook
+	int spellbookLastPageBattle = 0;
+	int spellbookLastPageAdvmap = 0;
+	int spellbookLastTabBattle = 4;
+	int spellbookLastTabAdvmap = 4;
+};
+
 /// Class that contains potentially serializeable state of a local player
 class PlayerLocalState
 {
@@ -34,18 +44,10 @@ class PlayerLocalState
 	std::vector<const CGHeroInstance *> wanderingHeroes; //our heroes on the adventure map (not the garrisoned ones)
 	std::vector<const CGTownInstance *> ownedTowns; //our towns on the adventure map
 
-	void saveHeroPaths(std::map<const CGHeroInstance *, int3> & paths);
-	void loadHeroPaths(std::map<const CGHeroInstance *, int3> & paths);
+	PlayerSpellbookSetting spellbookSettings;
 
+	void syncronizeState();
 public:
-	struct SpellbookLastSetting
-	{
-		//on which page we left spellbook
-		int spellbookLastPageBattle = 0;
-		int spellbookLastPageAdvmap = 0;
-		int spellbookLastTabBattle = 4;
-		int spellbookLastTabAdvmap = 4;
-	} spellbookSettings;
 
 	explicit PlayerLocalState(CPlayerInterface & owner);
 
@@ -53,6 +55,9 @@ public:
 	void setHeroAsleep(const CGHeroInstance * hero);
 	void setHeroAwaken(const CGHeroInstance * hero);
 
+	const PlayerSpellbookSetting & getSpellbookSettings();
+	void setSpellbookSettings(const PlayerSpellbookSetting & newSettings);
+
 	const std::vector<const CGTownInstance *> & getOwnedTowns();
 	const CGTownInstance * getOwnedTown(size_t index);
 	void addOwnedTown(const CGTownInstance * hero);
@@ -81,6 +86,9 @@ public:
 	const CGTownInstance * getCurrentTown() const;
 	const CArmedInstance * getCurrentArmy() const;
 
+	void serialize(JsonNode & dest) const;
+	void deserialize(const JsonNode & source);
+
 	/// Changes currently selected object
 	void setSelection(const CArmedInstance *sel);
 };

+ 1 - 1
client/adventureMap/CList.cpp

@@ -432,7 +432,7 @@ std::shared_ptr<CIntObject> CTownList::CTownItem::genSelection()
 
 void CTownList::CTownItem::update()
 {
-	size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
+	size_t iconIndex = town->getTown()->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
 
 	picture->setFrame(iconIndex + 2);
 	redraw();

+ 3 - 3
client/adventureMap/MapAudioPlayer.cpp

@@ -81,9 +81,9 @@ void MapAudioPlayer::addObject(const CGObjectInstance * obj)
 		{
 			for(int fy = 0; fy < obj->getHeight(); ++fy)
 			{
-				int3 currTile(obj->pos.x - fx, obj->pos.y - fy, obj->pos.z);
+				int3 currTile(obj->anchorPos().x - fx, obj->anchorPos().y - fy, obj->anchorPos().z);
 
-				if(LOCPLINT->cb->isInTheMap(currTile) && obj->coveringAt(currTile.x, currTile.y))
+				if(LOCPLINT->cb->isInTheMap(currTile) && obj->coveringAt(currTile))
 					objects[currTile.z][currTile.x][currTile.y].push_back(obj->id);
 			}
 		}
@@ -108,7 +108,7 @@ void MapAudioPlayer::addObject(const CGObjectInstance * obj)
 
 		for(const auto & tile : tiles)
 		{
-			int3 currTile = obj->pos + tile;
+			int3 currTile = obj->anchorPos() + tile;
 
 			if(LOCPLINT->cb->isInTheMap(currTile))
 				objects[currTile.z][currTile.x][currTile.y].push_back(obj->id);

+ 5 - 5
client/battle/BattleInterfaceClasses.cpp

@@ -389,13 +389,13 @@ BattleHero::BattleHero(const BattleInterface & owner, const CGHeroInstance * her
 {
 	AnimationPath animationPath;
 
-	if(!hero->type->battleImage.empty())
-		animationPath = hero->type->battleImage;
+	if(!hero->getHeroType()->battleImage.empty())
+		animationPath = hero->getHeroType()->battleImage;
 	else
 	if(hero->gender == EHeroGender::FEMALE)
-		animationPath = hero->type->heroClass->imageBattleFemale;
+		animationPath = hero->getHeroClass()->imageBattleFemale;
 	else
-		animationPath = hero->type->heroClass->imageBattleMale;
+		animationPath = hero->getHeroClass()->imageBattleMale;
 
 	animation = GH.renderHandler().loadAnimation(animationPath, EImageBlitMode::ALPHA);
 
@@ -1027,7 +1027,7 @@ void StackQueue::update()
 
 int32_t StackQueue::getSiegeShooterIconID()
 {
-	return owner.siegeController->getSiegedTown()->town->faction->getIndex();
+	return owner.siegeController->getSiegedTown()->getFactionID().getNum();
 }
 
 std::optional<uint32_t> StackQueue::getHoveredUnitIdIfAny() const

+ 8 - 8
client/battle/BattleSiegeController.cpp

@@ -58,14 +58,14 @@ ImagePath BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual
 		};
 	};
 
-	const std::string & prefix = town->town->clientInfo.siegePrefix;
+	const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
 	std::string addit = std::to_string(getImageIndex());
 
 	switch(what)
 	{
 	case EWallVisual::BACKGROUND_WALL:
 		{
-			auto faction = town->town->faction->getIndex();
+			auto faction = town->getFactionID();
 
 			if (faction == ETownType::RAMPART || faction == ETownType::NECROPOLIS || faction == ETownType::DUNGEON || faction == ETownType::STRONGHOLD)
 				return ImagePath::builtinTODO(prefix + "TPW1.BMP");
@@ -111,7 +111,7 @@ ImagePath BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual
 
 void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what)
 {
-	auto & ci = town->town->clientInfo;
+	auto & ci = town->getTown()->clientInfo;
 	auto const & pos = ci.siegePositions[what];
 
 	if ( wallPieceImages[what] && pos.isValid())
@@ -120,7 +120,7 @@ void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVis
 
 ImagePath BattleSiegeController::getBattleBackgroundName() const
 {
-	const std::string & prefix = town->town->clientInfo.siegePrefix;
+	const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
 	return ImagePath::builtinTODO(prefix + "BACK.BMP");
 }
 
@@ -130,8 +130,8 @@ bool BattleSiegeController::getWallPieceExistence(EWallVisual::EWallVisual what)
 
 	switch (what)
 	{
-	case EWallVisual::MOAT:              return fortifications.hasMoat && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
-	case EWallVisual::MOAT_BANK:         return fortifications.hasMoat && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
+	case EWallVisual::MOAT:              return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
+	case EWallVisual::MOAT_BANK:         return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
 	case EWallVisual::KEEP_BATTLEMENT:   return fortifications.citadelHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
 	case EWallVisual::UPPER_BATTLEMENT:  return fortifications.upperTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
 	case EWallVisual::BOTTOM_BATTLEMENT: return fortifications.lowerTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
@@ -218,8 +218,8 @@ Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) con
 	if (posID != 0)
 	{
 		return {
-			town->town->clientInfo.siegePositions[posID].x,
-			town->town->clientInfo.siegePositions[posID].y
+			town->getTown()->clientInfo.siegePositions[posID].x,
+			town->getTown()->clientInfo.siegePositions[posID].y
 		};
 	}
 

+ 2 - 2
client/gui/CGuiHandler.cpp

@@ -250,8 +250,8 @@ void CGuiHandler::setStatusbar(std::shared_ptr<IStatusBar> newStatusBar)
 void CGuiHandler::onScreenResize(bool resolutionChanged)
 {
 	if(resolutionChanged)
-	{
 		screenHandler().onScreenResize();
-	}
+
 	windows().onScreenResize();
+	CCS->curh->onScreenResize();
 }

+ 5 - 0
client/gui/CursorHandler.cpp

@@ -312,3 +312,8 @@ void CursorHandler::changeCursor(Cursor::ShowType newShowType)
 			break;
 	}
 }
+
+void CursorHandler::onScreenResize()
+{
+	cursor->setImage(getCurrentImage(), getPivotOffset());
+}

+ 1 - 0
client/gui/CursorHandler.h

@@ -182,6 +182,7 @@ public:
 
 	void hide();
 	void show();
+	void onScreenResize();
 
 	/// change cursor's positions to (x, y)
 	void cursorMove(const int & x, const int & y);

+ 7 - 6
client/lobby/SelectionTab.cpp

@@ -480,11 +480,11 @@ void SelectionTab::filter(int size, bool selectFirst)
 		if((elem->mapHeader && (!size || elem->mapHeader->width == size)) || tabType == ESelectionScreen::campaignList)
 		{
 			if(showRandom)
-				curFolder = "RANDOMMAPS/";
+				curFolder = "RandomMaps/";
 
 			auto [folderName, baseFolder, parentExists, fileInFolder] = checkSubfolder(elem->originalFileURI);
 
-			if((showRandom && baseFolder != "RANDOMMAPS") || (!showRandom && baseFolder == "RANDOMMAPS"))
+			if((showRandom && baseFolder != "RandomMaps") || (!showRandom && baseFolder == "RandomMaps"))
 				continue;
 
 			if(parentExists && !showRandom)
@@ -715,7 +715,7 @@ void SelectionTab::selectFileName(std::string fname)
 	selectAbs(-1);
 
 	if(tabType == ESelectionScreen::saveGame && inputName->getText().empty())
-		inputName->setText("NEWGAME");
+		inputName->setText(CGI->generaltexth->translate("core.genrltxt.11"));
 }
 
 void SelectionTab::selectNewestFile()
@@ -808,7 +808,8 @@ void SelectionTab::parseMaps(const std::unordered_set<ResourcePath> & files)
 		try
 		{
 			auto mapInfo = std::make_shared<ElementInfo>();
-			mapInfo->mapInit(file.getName());
+			mapInfo->mapInit(file.getOriginalName());
+			mapInfo->name = mapInfo->getNameForList();
 
 			if (isMapSupported(*mapInfo))
 				allItems.push_back(mapInfo);
@@ -873,7 +874,7 @@ void SelectionTab::parseCampaigns(const std::unordered_set<ResourcePath> & files
 	{
 		auto info = std::make_shared<ElementInfo>();
 		//allItems[i].date = std::asctime(std::localtime(&files[i].date));
-		info->fileURI = file.getName();
+		info->fileURI = file.getOriginalName();
 		info->campaignInit();
 		if(info->campaign)
 			allItems.push_back(info);
@@ -988,6 +989,6 @@ void SelectionTab::ListItem::updateItem(std::shared_ptr<ElementInfo> info, bool
 		iconLossCondition->setFrame(info->mapHeader->defeatIconIndex, 0);
 		labelName->setMaxWidth(185);
 	}
-	labelName->setText(info->getNameForList());
+	labelName->setText(info->name);
 	labelName->setColor(color);
 }

+ 1 - 0
client/lobby/SelectionTab.h

@@ -33,6 +33,7 @@ public:
 	ElementInfo() : CMapInfo() { }
 	~ElementInfo() { }
 	std::string folderName = "";
+	std::string name = "";
 	bool isFolder = false;
 };
 

+ 2 - 2
client/mapView/MapRenderer.cpp

@@ -591,8 +591,8 @@ void MapRendererOverlay::renderTile(IMapRendererContext & context, Canvas & targ
 
 			if(context.objectTransparency(objectID, coordinates) > 0 && !context.isActiveHero(object))
 			{
-				visitable |= object->visitableAt(coordinates.x, coordinates.y);
-				blocking |= object->blockingAt(coordinates.x, coordinates.y);
+				visitable |= object->visitableAt(coordinates);
+				blocking |= object->blockingAt(coordinates);
 			}
 		}
 

+ 2 - 2
client/mapView/MapRendererContext.cpp

@@ -120,7 +120,7 @@ size_t MapRendererBaseContext::objectGroupIndex(ObjectInstanceID objectID) const
 Point MapRendererBaseContext::objectImageOffset(ObjectInstanceID objectID, const int3 & coordinates) const
 {
 	const CGObjectInstance * object = getObject(objectID);
-	int3 offsetTiles(object->getPosition() - coordinates);
+	int3 offsetTiles(object->anchorPos() - coordinates);
 	return Point(offsetTiles) * Point(32, 32);
 }
 
@@ -498,7 +498,7 @@ size_t MapRendererWorldViewContext::overlayImageIndex(const int3 & coordinates)
 	{
 		const auto * object = getObject(objectID);
 
-		if(!object->visitableAt(coordinates.x, coordinates.y))
+		if(!object->visitableAt(coordinates))
 			continue;
 
 		ObjectPosInfo info(object);

+ 3 - 3
client/mapView/MapRendererContextState.cpp

@@ -49,9 +49,9 @@ void MapRendererContextState::addObject(const CGObjectInstance * obj)
 	{
 		for(int fy = 0; fy < obj->getHeight(); ++fy)
 		{
-			int3 currTile(obj->pos.x - fx, obj->pos.y - fy, obj->pos.z);
+			int3 currTile(obj->anchorPos().x - fx, obj->anchorPos().y - fy, obj->anchorPos().z);
 
-			if(LOCPLINT->cb->isInTheMap(currTile) && obj->coveringAt(currTile.x, currTile.y))
+			if(LOCPLINT->cb->isInTheMap(currTile) && obj->coveringAt(currTile))
 			{
 				auto & container = objects[currTile.z][currTile.x][currTile.y];
 
@@ -73,7 +73,7 @@ void MapRendererContextState::addMovingObject(const CGObjectInstance * object, c
 	{
 		for(int y = yFrom; y <= yDest; ++y)
 		{
-			int3 currTile(x, y, object->pos.z);
+			int3 currTile(x, y, object->anchorPos().z);
 
 			if(LOCPLINT->cb->isInTheMap(currTile))
 			{

+ 1 - 1
client/mapView/MapViewController.cpp

@@ -317,7 +317,7 @@ bool MapViewController::isEventVisible(const CGObjectInstance * obj, const Playe
 	if(obj->isVisitable())
 		return context->isVisible(obj->visitablePos());
 	else
-		return context->isVisible(obj->pos);
+		return context->isVisible(obj->anchorPos());
 }
 
 bool MapViewController::isEventVisible(const CGHeroInstance * obj, const int3 & from, const int3 & dest)

+ 7 - 7
client/mapView/mapHandler.cpp

@@ -59,7 +59,7 @@ std::string CMapHandler::getTerrainDescr(const int3 & pos, bool rightClick) cons
 
 	for(const auto & object : map->objects)
 	{
-		if(object && object->coveringAt(pos.x, pos.y) && object->pos.z == pos.z && object->isTile2Terrain())
+		if(object && object->coveringAt(pos) && object->isTile2Terrain())
 		{
 			result = object->getObjectName();
 			break;
@@ -103,15 +103,15 @@ bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObj
 
 	for(const auto & aOffset : a->getBlockedOffsets())
 	{
-		int3 testTarget = a->pos + aOffset + int3(0, 1, 0);
-		if(b->blockingAt(testTarget.x, testTarget.y))
+		int3 testTarget = a->anchorPos() + aOffset + int3(0, 1, 0);
+		if(b->blockingAt(testTarget))
 			bBlocksA += 1;
 	}
 
 	for(const auto & bOffset : b->getBlockedOffsets())
 	{
-		int3 testTarget = b->pos + bOffset + int3(0, 1, 0);
-		if(a->blockingAt(testTarget.x, testTarget.y))
+		int3 testTarget = b->anchorPos() + bOffset + int3(0, 1, 0);
+		if(a->blockingAt(testTarget))
 			aBlocksB += 1;
 	}
 
@@ -126,8 +126,8 @@ bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObj
 		return aBlocksB < bBlocksA;
 
 	// object that don't have clear priority via tile blocking will appear based on their row
-	if(a->pos.y != b->pos.y)
-		return a->pos.y < b->pos.y;
+	if(a->anchorPos().y != b->anchorPos().y)
+		return a->anchorPos().y < b->anchorPos().y;
 
 	// heroes should appear on top of objects on the same tile
 	if(b->ID==Obj::HERO && a->ID!=Obj::HERO)

+ 10 - 2
client/media/CVideoHandler.cpp

@@ -608,9 +608,8 @@ std::pair<std::unique_ptr<ui8 []>, si64> CAudioInstance::extractAudio(const Vide
 bool CVideoPlayer::openAndPlayVideoImpl(const VideoPath & name, const Point & position, bool useOverlay, bool stopOnKey)
 {
 	CVideoInstance instance;
-	CAudioInstance audio;
 
-	auto extractedAudio = audio.extractAudio(name);
+	auto extractedAudio = getAudio(name);
 	int audioHandle = CCS->soundh->playSound(extractedAudio);
 
 	if (!instance.openInput(name))
@@ -684,6 +683,15 @@ std::unique_ptr<IVideoInstance> CVideoPlayer::open(const VideoPath & name, float
 
 std::pair<std::unique_ptr<ui8[]>, si64> CVideoPlayer::getAudio(const VideoPath & videoToOpen)
 {
+	AudioPath audioPath = videoToOpen.toType<EResType::SOUND>();
+	AudioPath audioPathVideoDir = audioPath.addPrefix("VIDEO/");
+
+	if(CResourceHandler::get()->existsResource(audioPath))
+		return CResourceHandler::get()->load(audioPath)->readAll();
+
+	if(CResourceHandler::get()->existsResource(audioPathVideoDir))
+		return CResourceHandler::get()->load(audioPathVideoDir)->readAll();
+
 	CAudioInstance audio;
 	return audio.extractAudio(videoToOpen);
 }

+ 2 - 0
client/render/IScreenHandler.h

@@ -44,6 +44,8 @@ public:
 	/// Dimensions of logical output. Can be different if scaling is used
 	virtual Point getLogicalResolution() const = 0;
 
+	virtual int getInterfaceScalingPercentage() const = 0;
+
 	virtual int getScalingFactor() const = 0;
 
 	/// Window has focus

+ 15 - 3
client/renderSDL/CursorHardware.cpp

@@ -11,11 +11,14 @@
 #include "StdInc.h"
 #include "CursorHardware.h"
 
+#include "SDL_Extensions.h"
+
 #include "../gui/CGuiHandler.h"
 #include "../render/IScreenHandler.h"
 #include "../render/Colors.h"
 #include "../render/IImage.h"
-#include "SDL_Extensions.h"
+
+#include "../../lib/CConfigHandler.h"
 
 #include <SDL_render.h>
 #include <SDL_events.h>
@@ -45,19 +48,28 @@ void CursorHardware::setVisible(bool on)
 
 void CursorHardware::setImage(std::shared_ptr<IImage> image, const Point & pivotOffset)
 {
-	auto cursorSurface = CSDL_Ext::newSurface(image->dimensions() * GH.screenHandler().getScalingFactor());
+	int videoScalingSettings = GH.screenHandler().getInterfaceScalingPercentage();
+	float cursorScalingSettings = settings["video"]["cursorScalingFactor"].Float();
+	int cursorScalingPercent = videoScalingSettings * cursorScalingSettings;
+	Point cursorDimensions = image->dimensions() * GH.screenHandler().getScalingFactor();
+	Point cursorDimensionsScaled = image->dimensions() * cursorScalingPercent / 100;
+	Point pivotOffsetScaled = pivotOffset * cursorScalingPercent / 100 / GH.screenHandler().getScalingFactor();
+
+	auto cursorSurface = CSDL_Ext::newSurface(cursorDimensions);
 
 	CSDL_Ext::fillSurface(cursorSurface, CSDL_Ext::toSDL(Colors::TRANSPARENCY));
 
 	image->draw(cursorSurface, Point(0,0));
+	auto cursorSurfaceScaled = CSDL_Ext::scaleSurface(cursorSurface, cursorDimensionsScaled.x, cursorDimensionsScaled.y );
 
 	auto oldCursor = cursor;
-	cursor = SDL_CreateColorCursor(cursorSurface, pivotOffset.x, pivotOffset.y);
+	cursor = SDL_CreateColorCursor(cursorSurfaceScaled, pivotOffsetScaled.x, pivotOffsetScaled.y);
 
 	if (!cursor)
 		logGlobal->error("Failed to set cursor! SDL says %s", SDL_GetError());
 
 	SDL_FreeSurface(cursorSurface);
+	SDL_FreeSurface(cursorSurfaceScaled);
 
 	GH.dispatchMainThread([this, oldCursor](){
 		SDL_SetCursor(cursor);

+ 41 - 24
client/renderSDL/ScreenHandler.cpp

@@ -84,19 +84,39 @@ Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
 	return result;
 }
 
-Point ScreenHandler::getPreferredLogicalResolution() const
+int ScreenHandler::getInterfaceScalingPercentage() const
 {
-	Point renderResolution = getRenderResolution();
-	double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
-	Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
-
 	auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
 
 	int userScaling = settings["video"]["resolution"]["scaling"].Integer();
+
+	if (userScaling == 0) // autodetection
+	{
+#ifdef VCMI_MOBILE
+		// for mobiles - stay at maximum scaling unless we have large screen
+		// might be better to check screen DPI / physical dimensions, but way more complex, and may result in different edge cases, e.g. chromebooks / tv's
+		int preferredMinimalScaling = 200;
+#else
+		// for PC - avoid downscaling if possible
+		int preferredMinimalScaling = 100;
+#endif
+		// prefer a little below maximum - to give space for extended UI
+		int preferredMaximalScaling = maximalScaling * 10 / 12;
+		userScaling = std::max(std::min(maximalScaling, preferredMinimalScaling), preferredMaximalScaling);
+	}
+
 	int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
+	return scaling;
+}
 
-	Point logicalResolution = availableResolution * 100.0 / scaling;
+Point ScreenHandler::getPreferredLogicalResolution() const
+{
+	Point renderResolution = getRenderResolution();
+	double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
 
+	int scaling = getInterfaceScalingPercentage();
+	Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
+	Point logicalResolution = availableResolution * 100.0 / scaling;
 	return logicalResolution;
 }
 
@@ -335,25 +355,22 @@ EUpscalingFilter ScreenHandler::loadUpscalingFilter() const
 	if (filter != EUpscalingFilter::AUTO)
 		return filter;
 
-	// for now - always fallback to no filter
-	return EUpscalingFilter::NONE;
-
 	// else - autoselect
-//	Point outputResolution = getRenderResolution();
-//	Point logicalResolution = getPreferredLogicalResolution();
-//
-//	float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
-//	float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
-//	float scaling = std::min(scaleX, scaleY);
-//
-//	if (scaling <= 1.0f)
-//		return EUpscalingFilter::NONE;
-//	if (scaling <= 2.0f)
-//		return EUpscalingFilter::XBRZ_2;
-//	if (scaling <= 3.0f)
-//		return EUpscalingFilter::XBRZ_3;
-//
-//	return EUpscalingFilter::XBRZ_4;
+	Point outputResolution = getRenderResolution();
+	Point logicalResolution = getPreferredLogicalResolution();
+
+	float scaleX = static_cast<float>(outputResolution.x) / logicalResolution.x;
+	float scaleY = static_cast<float>(outputResolution.x) / logicalResolution.x;
+	float scaling = std::min(scaleX, scaleY);
+
+	if (scaling <= 1.001f)
+		return EUpscalingFilter::NONE; // running at original resolution or even lower than that - no need for xbrz
+	if (scaling <= 2.001f)
+		return EUpscalingFilter::XBRZ_2; // resolutions below 1200p (including 1080p / FullHD)
+	if (scaling <= 3.001f)
+		return EUpscalingFilter::XBRZ_3; // resolutions below 2400p (including 1440p and 2160p / 4K)
+
+	return EUpscalingFilter::XBRZ_4; // Only for massive displays, e.g. 8K
 }
 
 void ScreenHandler::selectUpscalingFilter()

+ 2 - 0
client/renderSDL/ScreenHandler.h

@@ -112,6 +112,8 @@ public:
 
 	int getScalingFactor() const final;
 
+	int getInterfaceScalingPercentage() const final;
+
 	std::vector<Point> getSupportedResolutions() const final;
 	std::vector<Point> getSupportedResolutions(int displayIndex) const;
 	std::tuple<int, int> getSupportedScalingRange() const final;

+ 4 - 5
client/widgets/MiscWidgets.cpp

@@ -468,8 +468,8 @@ void CInteractableTownTooltip::init(const CGTownInstance * town)
 				LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
 		}
 	}, [town]{
-		if(!town->town->faction->getDescriptionTranslated().empty())
-			CRClickPopup::createAndPush(town->town->faction->getDescriptionTranslated());
+		if(!town->getFaction()->getDescriptionTranslated().empty())
+			CRClickPopup::createAndPush(town->getFaction()->getDescriptionTranslated());
 	});
 	fastMarket = std::make_shared<LRClickableArea>(Rect(143, 31, 30, 34), []()
 	{
@@ -532,8 +532,7 @@ CreatureTooltip::CreatureTooltip(Point pos, const CGCreature * creature)
 {
 	OBJECT_CONSTRUCTION;
 
-	auto creatureID = creature->getCreature();
-	int32_t creatureIconIndex = CGI->creatures()->getById(creatureID)->getIconIndex();
+	int32_t creatureIconIndex = creature->getCreature()->getIconIndex();
 
 	creatureImage = std::make_shared<CAnimImage>(AnimationPath::builtin("TWCRPORT"), creatureIconIndex);
 	creatureImage->center(Point(parent->pos.x + parent->pos.w / 2, parent->pos.y + creatureImage->pos.h / 2 + 11));
@@ -633,7 +632,7 @@ CCreaturePic::CCreaturePic(int x, int y, const CCreature * cre, bool Big, bool A
 	pos.x+=x;
 	pos.y+=y;
 
-	auto faction = cre->getFaction();
+	auto faction = cre->getFactionID();
 
 	assert(CGI->townh->size() > faction);
 

+ 58 - 58
client/windows/CCastleInterface.cpp

@@ -82,7 +82,7 @@ CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town
 
 	// special animation frame manipulation for castle shipyard with and without ship
 	// done due to .def used in special way, not to animate building - first image is for shipyard without citadel moat, 2nd image is for including moat
-	if(Town->town->faction->getId() == FactionID::CASTLE && Str->building &&
+	if(Town->getFactionID() == FactionID::CASTLE && Str->building &&
 		(Str->building->bid == BuildingID::SHIPYARD || Str->building->bid == BuildingID::SHIP))
 	{
 		if(Town->hasBuilt(BuildingID::CITADEL))
@@ -107,7 +107,7 @@ const CBuilding * CBuildingRect::getBuilding()
 		return nullptr;
 
 	if (str->hiddenUpgrade) // hidden upgrades, e.g. hordes - return base (dwelling for hordes)
-		return town->town->buildings.at(str->building->getBase());
+		return town->getTown()->buildings.at(str->building->getBase());
 
 	return str->building;
 }
@@ -156,7 +156,7 @@ void CBuildingRect::showPopupWindow(const Point & cursorPosition)
 		return;
 
 	BuildingID bid = getBuilding()->bid;
-	const CBuilding *bld = town->town->buildings.at(bid);
+	const CBuilding *bld = town->getTown()->buildings.at(bid);
 	if (bid < BuildingID::DWELL_FIRST)
 	{
 		CRClickPopup::createAndPush(CInfoWindow::genText(bld->getNameTranslated(), bld->getDescriptionTranslated()),
@@ -235,10 +235,10 @@ std::string CBuildingRect::getSubtitle()//hover text for building
 	int bid = getBuilding()->bid;
 
 	if (bid<30)//non-dwellings - only building name
-		return town->town->buildings.at(getBuilding()->bid)->getNameTranslated();
+		return town->getTown()->buildings.at(getBuilding()->bid)->getNameTranslated();
 	else//dwellings - recruit %creature%
 	{
-		auto & availableCreatures = town->creatures[(bid-30)%town->town->creatures.size()].second;
+		auto & availableCreatures = town->creatures[(bid-30)%town->getTown()->creatures.size()].second;
 		if(availableCreatures.size())
 		{
 			int creaID = availableCreatures.back();//taking last of available creatures
@@ -566,7 +566,7 @@ CCastleBuildings::CCastleBuildings(const CGTownInstance* Town):
 {
 	OBJECT_CONSTRUCTION;
 
-	background = std::make_shared<CPicture>(town->town->clientInfo.townBackground);
+	background = std::make_shared<CPicture>(town->getTown()->clientInfo.townBackground);
 	background->needRefresh = true;
 	background->getSurface()->setBlitMode(EImageBlitMode::OPAQUE);
 	pos.w = background->pos.w;
@@ -602,7 +602,7 @@ void CCastleBuildings::recreate()
 		}
 	}
 
-	for(const CStructure * structure : town->town->clientInfo.structures)
+	for(const CStructure * structure : town->getTown()->clientInfo.structures)
 	{
 		if(!structure->building)
 		{
@@ -617,7 +617,7 @@ void CCastleBuildings::recreate()
 
 	for(auto & entry : groups)
 	{
-		const CBuilding * build = town->town->buildings.at(entry.first);
+		const CBuilding * build = town->getTown()->buildings.at(entry.first);
 
 		const CStructure * toAdd = *boost::max_element(entry.second, [=](const CStructure * a, const CStructure * b)
 		{
@@ -648,7 +648,7 @@ void CCastleBuildings::recreate()
 void CCastleBuildings::addBuilding(BuildingID building)
 {
 	//FIXME: implement faster method without complete recreation of town
-	BuildingID base = town->town->buildings.at(building)->getBase();
+	BuildingID base = town->getTown()->buildings.at(building)->getBase();
 
 	recreate();
 
@@ -687,7 +687,7 @@ void CCastleBuildings::buildingClicked(BuildingID building)
 	BuildingID buildingToEnter = building;
 	for(;;)
 	{
-		const CBuilding *b = town->town->buildings.find(buildingToEnter)->second;
+		const CBuilding *b = town->getTown()->buildings.find(buildingToEnter)->second;
 
 		if (buildingTryActivateCustomUI(buildingToEnter, building))
 			return;
@@ -705,7 +705,7 @@ void CCastleBuildings::buildingClicked(BuildingID building)
 bool CCastleBuildings::buildingTryActivateCustomUI(BuildingID buildingToTest, BuildingID buildingTarget)
 {
 	logGlobal->trace("You've clicked on %d", (int)buildingToTest.toEnum());
-	const CBuilding *b = town->town->buildings.at(buildingToTest);
+	const CBuilding *b = town->getTown()->buildings.at(buildingToTest);
 
 	if (town->getWarMachineInBuilding(buildingToTest).hasValue())
 	{
@@ -744,7 +744,7 @@ bool CCastleBuildings::buildingTryActivateCustomUI(BuildingID buildingToTest, Bu
 		}
 	}
 
-	if (town->rewardableBuildings.count(buildingToTest) && town->town->buildings.at(buildingToTest)->manualHeroVisit)
+	if (town->rewardableBuildings.count(buildingToTest) && town->getTown()->buildings.at(buildingToTest)->manualHeroVisit)
 	{
 		enterRewardable(buildingToTest);
 		return true;
@@ -820,10 +820,10 @@ bool CCastleBuildings::buildingTryActivateCustomUI(BuildingID buildingToTest, Bu
 						return false;
 
 				case BuildingSubID::PORTAL_OF_SUMMONING:
-						if (town->creatures[town->town->creatures.size()].second.empty())//No creatures
+						if (town->creatures[town->getTown()->creatures.size()].second.empty())//No creatures
 							LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30]);
 						else
-							enterDwelling(town->town->creatures.size());
+							enterDwelling(town->getTown()->creatures.size());
 						return true;
 
 				case BuildingSubID::BANK:
@@ -850,7 +850,7 @@ void CCastleBuildings::enterRewardable(BuildingID building)
 	{
 		MetaString message;
 		message.appendTextID("core.genrltxt.273"); // only visiting heroes may visit %s
-		message.replaceTextID(town->town->buildings.at(building)->getNameTextID());
+		message.replaceTextID(town->getTown()->buildings.at(building)->getNameTextID());
 
 		LOCPLINT->showInfoDialog(message.toString());
 	}
@@ -868,7 +868,7 @@ void CCastleBuildings::enterBlacksmith(BuildingID building, ArtifactID artifactI
 	const CGHeroInstance *hero = town->visitingHero;
 	if(!hero)
 	{
-		LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % town->town->buildings.find(building)->second->getNameTranslated()));
+		LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % town->getTown()->buildings.find(building)->second->getNameTranslated()));
 		return;
 	}
 	auto art = artifactID.toArtifact();
@@ -897,8 +897,8 @@ void CCastleBuildings::enterBlacksmith(BuildingID building, ArtifactID artifactI
 
 void CCastleBuildings::enterBuilding(BuildingID building)
 {
-	std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), building)));
-	LOCPLINT->showInfoDialog( town->town->buildings.find(building)->second->getDescriptionTranslated(), comps);
+	std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), building)));
+	LOCPLINT->showInfoDialog( town->getTown()->buildings.find(building)->second->getDescriptionTranslated(), comps);
 }
 
 void CCastleBuildings::enterCastleGate()
@@ -915,20 +915,20 @@ void CCastleBuildings::enterCastleGate()
 	{
 		const CGTownInstance *t = Town;
 		if (t->id != this->town->id && t->visitingHero == nullptr && //another town, empty and this is
-			t->town->faction->getId() == town->town->faction->getId() && //the town of the same faction
+			t->getFactionID() == town->getFactionID() && //the town of the same faction
 			t->hasBuilt(BuildingSubID::CASTLE_GATE)) //and the town has a castle gate
 		{
 			availableTowns.push_back(t->id.getNum());//add to the list
 			if(settings["general"]["enableUiEnhancements"].Bool())
 			{
-				auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->town->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
+				auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
 				image->scaleTo(Point(35, 23));
 				images.push_back(image);
 			}
 		}
 	}
 
-	auto gateIcon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, BuildingID::CASTLE_GATE);//will be deleted by selection window
+	auto gateIcon = std::make_shared<CAnimImage>(town->getTown()->clientInfo.buildingsIcons, BuildingID::CASTLE_GATE);//will be deleted by selection window
 	auto wnd = std::make_shared<CObjectListWindow>(availableTowns, gateIcon, CGI->generaltexth->jktexts[40],
 		CGI->generaltexth->jktexts[41], std::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1), 0, images);
 	wnd->onPopup = [availableTowns](int index) { CRClickPopup::createAndPush(LOCPLINT->cb->getObjInstance(ObjectInstanceID(availableTowns[index])), GH.getCursorPosition()); };
@@ -940,7 +940,7 @@ void CCastleBuildings::enterDwelling(int level)
 	if (level < 0 || level >= town->creatures.size() || town->creatures[level].second.empty())
 	{
 		assert(0);
-		logGlobal->error("Attempt to enter into invalid dwelling of level %d in town %s (%s)", level, town->getNameTranslated(), town->town->faction->getNameTranslated());
+		logGlobal->error("Attempt to enter into invalid dwelling of level %d in town %s (%s)", level, town->getNameTranslated(), town->getFaction()->getNameTranslated());
 		return;
 	}
 
@@ -954,8 +954,8 @@ void CCastleBuildings::enterDwelling(int level)
 void CCastleBuildings::enterToTheQuickRecruitmentWindow()
 {
 	const auto beginIt = town->creatures.cbegin();
-	const auto afterLastIt = town->creatures.size() > town->town->creatures.size()
-		? std::next(beginIt, town->town->creatures.size())
+	const auto afterLastIt = town->creatures.size() > town->getTown()->creatures.size()
+		? std::next(beginIt, town->getTown()->creatures.size())
 		: town->creatures.cend();
 	const auto hasSomeoneToRecruit = std::any_of(beginIt, afterLastIt,
 		[](const auto & creatureInfo) { return creatureInfo.first > 0; });
@@ -967,8 +967,8 @@ void CCastleBuildings::enterToTheQuickRecruitmentWindow()
 
 void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades)
 {
-	std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), building)));
-	std::string descr = town->town->buildings.find(building)->second->getDescriptionTranslated();
+	std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), building)));
+	std::string descr = town->getTown()->buildings.find(building)->second->getDescriptionTranslated();
 	std::string hasNotProduced;
 	std::string hasProduced;
 
@@ -977,10 +977,10 @@ void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID:
 
 	bool isMysticPondOrItsUpgrade = subID == BuildingSubID::MYSTIC_POND
 		|| (upgrades != BuildingID::NONE
-			&& town->town->buildings.find(BuildingID(upgrades))->second->subId == BuildingSubID::MYSTIC_POND);
+			&& town->getTown()->buildings.find(BuildingID(upgrades))->second->subId == BuildingSubID::MYSTIC_POND);
 
 	if(upgrades != BuildingID::NONE)
-		descr += "\n\n"+town->town->buildings.find(BuildingID(upgrades))->second->getDescriptionTranslated();
+		descr += "\n\n"+town->getTown()->buildings.find(BuildingID(upgrades))->second->getDescriptionTranslated();
 
 	if(isMysticPondOrItsUpgrade) //for vanila Rampart like towns
 	{
@@ -1056,7 +1056,7 @@ void CCastleBuildings::enterTownHall()
 
 void CCastleBuildings::openMagesGuild()
 {
-	auto mageGuildBackground = LOCPLINT->castleInt->town->town->clientInfo.guildBackground;
+	auto mageGuildBackground = LOCPLINT->castleInt->town->getTown()->clientInfo.guildBackground;
 	GH.windows().createAndPushWindow<CMageGuildScreen>(LOCPLINT->castleInt, mageGuildBackground);
 }
 
@@ -1247,7 +1247,7 @@ CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance * Town, bool townH
 			return;//FIXME: suspicious statement, fix or comment
 		picture = std::make_shared<CAnimImage>(AnimationPath::builtin("ITMCL.DEF"), town->fortLevel()-1);
 	}
-	building = town->town->buildings.at(BuildingID(buildID));
+	building = town->getTown()->buildings.at(BuildingID(buildID));
 	pos = picture->pos;
 }
 
@@ -1322,7 +1322,7 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInst
 	recreateIcons();
 	if (!from)
 		adventureInt->onAudioPaused();
-	CCS->musich->playMusicFromSet("faction", town->town->faction->getJsonKey(), true, false);
+	CCS->musich->playMusicFromSet("faction", town->getFaction()->getJsonKey(), true, false);
 }
 
 CCastleInterface::~CCastleInterface()
@@ -1403,7 +1403,7 @@ void CCastleInterface::removeBuilding(BuildingID bid)
 void CCastleInterface::recreateIcons()
 {
 	OBJECT_CONSTRUCTION;
-	size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
+	size_t iconIndex = town->getTown()->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
 
 	icon->setFrame(iconIndex);
 	TResources townIncome = town->dailyIncome();
@@ -1425,8 +1425,8 @@ void CCastleInterface::recreateIcons()
 		if(town->hasBuilt(BuildingID::TAVERN))
 			LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
 	}, [this]{
-		if(!town->town->faction->getDescriptionTranslated().empty())
-			CRClickPopup::createAndPush(town->town->faction->getDescriptionTranslated());
+		if(!town->getFaction()->getDescriptionTranslated().empty())
+			CRClickPopup::createAndPush(town->getFaction()->getDescriptionTranslated());
 	});
 
 	creainfo.clear();
@@ -1527,7 +1527,7 @@ CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance *
 		-1, -1, -1, 0, 0, 1, 2, -1, 1, 1, -1, -1
 	};
 
-	icon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, building->bid, 0, 2, 2);
+	icon = std::make_shared<CAnimImage>(town->getTown()->clientInfo.buildingsIcons, building->bid, 0, 2, 2);
 	header = std::make_shared<CAnimImage>(AnimationPath::builtin("TPTHBAR"), panelIndex[static_cast<int>(state)], 0, 1, 73);
 	if(iconIndex[static_cast<int>(state)] >=0)
 		mark = std::make_shared<CAnimImage>(AnimationPath::builtin("TPTHCHK"), iconIndex[static_cast<int>(state)], 0, 136, 56);
@@ -1569,7 +1569,7 @@ void CHallInterface::CBuildingBox::showPopupWindow(const Point & cursorPosition)
 }
 
 CHallInterface::CHallInterface(const CGTownInstance * Town):
-	CWindowObject(PLAYER_COLORED | BORDERED, Town->town->clientInfo.hallBackground),
+	CWindowObject(PLAYER_COLORED | BORDERED, Town->getTown()->clientInfo.hallBackground),
 	town(Town)
 {
 	OBJECT_CONSTRUCTION;
@@ -1581,10 +1581,10 @@ CHallInterface::CHallInterface(const CGTownInstance * Town):
 	auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), barRect, 5, 556);
 	statusbar = CGStatusBar::create(statusbarBackground);
 
-	title = std::make_shared<CLabel>(399, 12, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, town->town->buildings.at(BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL))->getNameTranslated());
+	title = std::make_shared<CLabel>(399, 12, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, town->getTown()->buildings.at(BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL))->getNameTranslated());
 	exit = std::make_shared<CButton>(Point(748, 556), AnimationPath::builtin("TPMAGE1.DEF"), CButton::tooltip(CGI->generaltexth->hcommands[8]), [&](){close();}, EShortcut::GLOBAL_RETURN);
 
-	auto & boxList = town->town->clientInfo.hallSlots;
+	auto & boxList = town->getTown()->clientInfo.hallSlots;
 	boxes.resize(boxList.size());
 	for(size_t row=0; row<boxList.size(); row++) //for each row
 	{
@@ -1595,11 +1595,11 @@ CHallInterface::CHallInterface(const CGTownInstance * Town):
 			{
 				if (!buildingID.hasValue())
 				{
-					logMod->warn("Invalid building ID found in hallSlots of town '%s'", town->town->faction->getJsonKey() );
+					logMod->warn("Invalid building ID found in hallSlots of town '%s'", town->getFaction()->getJsonKey() );
 					continue;
 				}
 
-				const CBuilding * current = town->town->buildings.at(buildingID);
+				const CBuilding * current = town->getTown()->buildings.at(buildingID);
 				if(town->hasBuilt(buildingID))
 				{
 					building = current;
@@ -1629,7 +1629,7 @@ CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Buildin
 {
 	OBJECT_CONSTRUCTION;
 
-	icon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, building->bid, 0, 125, 50);
+	icon = std::make_shared<CAnimImage>(town->getTown()->clientInfo.buildingsIcons, building->bid, 0, 125, 50);
 	auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26);
 	statusbar = CGStatusBar::create(statusbarBackground);
 
@@ -1711,7 +1711,7 @@ std::string CBuildWindow::getTextForState(EBuildingState state)
 		{
 			auto toStr = [&](const BuildingID build) -> std::string
 			{
-				return town->town->buildings.at(build)->getNameTranslated();
+				return town->getTown()->buildings.at(build)->getNameTranslated();
 			};
 
 			ret = CGI->generaltexth->allTexts[52];
@@ -1721,7 +1721,7 @@ std::string CBuildWindow::getTextForState(EBuildingState state)
 	case EBuildingState::MISSING_BASE:
 		{
 			std::string msg = CGI->generaltexth->translate("vcmi.townHall.missingBase");
-			ret = boost::str(boost::format(msg) % town->town->buildings.at(building->upgrade)->getNameTranslated());
+			ret = boost::str(boost::format(msg) % town->getTown()->buildings.at(building->upgrade)->getNameTranslated());
 			break;
 		}
 	}
@@ -1780,11 +1780,11 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
 {
 	OBJECT_CONSTRUCTION;
 	ui32 fortSize = static_cast<ui32>(town->creatures.size());
-	if(fortSize > town->town->creatures.size() && town->creatures.back().second.empty())
+	if(fortSize > town->getTown()->creatures.size() && town->creatures.back().second.empty())
 		fortSize--;
 	fortSize = std::min(fortSize, static_cast<ui32>(GameConstants::CREATURES_PER_TOWN)); // for 8 creatures + portal of summoning
 
-	const CBuilding * fortBuilding = town->town->buildings.at(BuildingID(town->fortLevel()+6));
+	const CBuilding * fortBuilding = town->getTown()->buildings.at(BuildingID(town->fortLevel()+6));
 	title = std::make_shared<CLabel>(400, 12, FONT_BIG, ETextAlignment::CENTER, Colors::WHITE, fortBuilding->getNameTranslated());
 
 	std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->getNameTranslated());
@@ -1810,7 +1810,7 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
 	for(ui32 i=0; i<fortSize; i++)
 	{
 		BuildingID buildingID;
-		if(fortSize == town->town->creatures.size())
+		if(fortSize == town->getTown()->creatures.size())
 		{
 			BuildingID dwelling = BuildingID::getDwellingFromLevel(i, 1);
 
@@ -1839,7 +1839,7 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
 ImagePath CFortScreen::getBgName(const CGTownInstance * town)
 {
 	ui32 fortSize = static_cast<ui32>(town->creatures.size());
-	if(fortSize > town->town->creatures.size() && town->creatures.back().second.empty())
+	if(fortSize > town->getTown()->creatures.size() && town->creatures.back().second.empty())
 		fortSize--;
 	fortSize = std::min(fortSize, static_cast<ui32>(GameConstants::CREATURES_PER_TOWN)); // for 8 creatures + portal of summoning
 
@@ -1877,7 +1877,7 @@ CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *
 
 	if(getMyBuilding() != nullptr)
 	{
-		buildingIcon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, getMyBuilding()->bid, 0, 4, 21);
+		buildingIcon = std::make_shared<CAnimImage>(town->getTown()->clientInfo.buildingsIcons, getMyBuilding()->bid, 0, 4, 21);
 		buildingName = std::make_shared<CLabel>(78, 101, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getMyBuilding()->getNameTranslated(), 152);
 
 		if(town->hasBuilt(getMyBuilding()->bid))
@@ -1913,8 +1913,8 @@ const CCreature * CFortScreen::RecruitArea::getMyCreature()
 {
 	if(!town->creatures.at(level).second.empty()) // built
 		return town->creatures.at(level).second.back().toCreature();
-	if(!town->town->creatures.at(level).empty()) // there are creatures on this level
-		return town->town->creatures.at(level).front().toCreature();
+	if(!town->getTown()->creatures.at(level).empty()) // there are creatures on this level
+		return town->getTown()->creatures.at(level).front().toCreature();
 	return nullptr;
 }
 
@@ -1922,17 +1922,17 @@ const CBuilding * CFortScreen::RecruitArea::getMyBuilding()
 {
 	BuildingID myID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
 
-	if (level == town->town->creatures.size())
-		return town->town->getSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING);
+	if (level == town->getTown()->creatures.size())
+		return town->getTown()->getSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING);
 
-	if (!town->town->buildings.count(myID))
+	if (!town->getTown()->buildings.count(myID))
 		return nullptr;
 
-	const CBuilding * build = town->town->buildings.at(myID);
-	while (town->town->buildings.count(myID))
+	const CBuilding * build = town->getTown()->buildings.at(myID);
+	while (town->getTown()->buildings.count(myID))
 	{
 		if (town->hasBuilt(myID))
-			build = town->town->buildings.at(myID);
+			build = town->getTown()->buildings.at(myID);
 		BuildingID::advanceDwelling(myID);
 	}
 
@@ -1972,7 +1972,7 @@ CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner, const ImagePath & i
 {
 	OBJECT_CONSTRUCTION;
 
-	window = std::make_shared<CPicture>(owner->town->town->clientInfo.guildWindow, 332, 76);
+	window = std::make_shared<CPicture>(owner->town->getTown()->clientInfo.guildWindow, 332, 76);
 
 	resdatabar = std::make_shared<CMinorResDataBar>();
 	resdatabar->moveBy(pos.topLeft(), true);
@@ -2007,7 +2007,7 @@ void CMageGuildScreen::updateSpells(ObjectInstanceID tID)
 
 	const CGTownInstance * town = LOCPLINT->cb->getTown(townId);
 
-	for(size_t i=0; i<town->town->mageLevel; i++)
+	for(size_t i=0; i<town->getTown()->mageLevel; i++)
 	{
 		size_t spellCount = town->spellsAtLevel((int)i+1,false); //spell at level with -1 hmmm?
 		for(size_t j=0; j<spellCount; j++)

+ 2 - 2
client/windows/CExchangeWindow.cpp

@@ -84,7 +84,7 @@ CExchangeWindow::CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2,
 		for(int m=0; m < hero->secSkills.size(); ++m)
 			secSkillIcons[leftRight].push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("SECSK32"), 0, 0, 32 + 36 * m + 454 * leftRight, qeLayout ? 83 : 88));
 
-		specImages[leftRight] = std::make_shared<CAnimImage>(AnimationPath::builtin("UN32"), hero->type->imageIndex, 0, 67 + 490 * leftRight, qeLayout ? 41 : 45);
+		specImages[leftRight] = std::make_shared<CAnimImage>(AnimationPath::builtin("UN32"), hero->getHeroType()->imageIndex, 0, 67 + 490 * leftRight, qeLayout ? 41 : 45);
 
 		expImages[leftRight] = std::make_shared<CAnimImage>(AnimationPath::builtin("PSKIL32"), 4, 0, 103 + 490 * leftRight, qeLayout ? 41 : 45);
 		expValues[leftRight] = std::make_shared<CLabel>(119 + 490 * leftRight, qeLayout ? 66 : 71, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
@@ -151,7 +151,7 @@ CExchangeWindow::CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2,
 		specialtyAreas[b] = std::make_shared<LRClickableAreaWText>();
 		specialtyAreas[b]->pos = Rect(Point(pos.x + 69 + 490 * b, pos.y + (qeLayout ? 41 : 45)), Point(32, 32));
 		specialtyAreas[b]->hoverText = CGI->generaltexth->heroscrn[27];
-		specialtyAreas[b]->text = hero->type->getSpecialtyDescriptionTranslated();
+		specialtyAreas[b]->text = hero->getHeroType()->getSpecialtyDescriptionTranslated();
 
 		experienceAreas[b] = std::make_shared<LRClickableAreaWText>();
 		experienceAreas[b]->pos = Rect(Point(pos.x + 105 + 490 * b, pos.y + (qeLayout ? 41 : 45)), Point(32, 32));

+ 3 - 3
client/windows/CHeroWindow.cpp

@@ -184,9 +184,9 @@ void CHeroWindow::update()
 	name->setText(curHero->getNameTranslated());
 	title->setText((boost::format(CGI->generaltexth->allTexts[342]) % curHero->level % curHero->getClassNameTranslated()).str());
 
-	specArea->text = curHero->type->getSpecialtyDescriptionTranslated();
-	specImage->setFrame(curHero->type->imageIndex);
-	specName->setText(curHero->type->getSpecialtyNameTranslated());
+	specArea->text = curHero->getHeroType()->getSpecialtyDescriptionTranslated();
+	specImage->setFrame(curHero->getHeroType()->imageIndex);
+	specName->setText(curHero->getHeroType()->getSpecialtyNameTranslated());
 
 	tacticsButton = std::make_shared<CToggleButton>(Point(539, 483), AnimationPath::builtin("hsbtns8.def"), std::make_pair(heroscrn[26], heroscrn[31]), 0, EShortcut::HERO_TOGGLE_TACTICS);
 	tacticsButton->addHoverText(EButtonState::HIGHLIGHTED, CGI->generaltexth->heroscrn[25]);

+ 4 - 4
client/windows/CKingdomInterface.cpp

@@ -300,7 +300,7 @@ int InfoBoxHeroData::getSubID()
 		else
 			return 0;
 	case HERO_SPECIAL:
-		return hero->type->getIndex();
+		return hero->getHeroTypeID().getNum();
 	case HERO_MANA:
 	case HERO_EXPERIENCE:
 		return 0;
@@ -800,7 +800,7 @@ CTownItem::CTownItem(const CGTownInstance * Town)
 	garr = std::make_shared<CGarrisonInt>(Point(313, 3), 4, Point(232,0), town->getUpperArmy(), town->visitingHero, true, true, CGarrisonInt::ESlotsLayout::TWO_ROWS);
 	heroes = std::make_shared<HeroSlots>(town, Point(244,6), Point(475,6), garr, false);
 
-	size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
+	size_t iconIndex = town->getTown()->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
 
 	picture = std::make_shared<CAnimImage>(AnimationPath::builtin("ITPT"), iconIndex, 0, 5, 6);
 	openTown = std::make_shared<LRClickableAreaOpenTown>(Rect(5, 6, 58, 64), town);
@@ -823,8 +823,8 @@ CTownItem::CTownItem(const CGTownInstance * Town)
 		if(town->hasBuilt(BuildingID::TAVERN))
 			LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
 	}, [&]{
-		if(!town->town->faction->getDescriptionTranslated().empty())
-			CRClickPopup::createAndPush(town->town->faction->getDescriptionTranslated());
+		if(!town->getTown()->faction->getDescriptionTranslated().empty())
+			CRClickPopup::createAndPush(town->getFaction()->getDescriptionTranslated());
 	});
 	fastMarket = std::make_shared<LRClickableArea>(Rect(153, 6, 65, 64), []()
 	{

+ 1 - 1
client/windows/CMarketWindow.cpp

@@ -192,7 +192,7 @@ std::string CMarketWindow::getMarketTitle(const ObjectInstanceID marketId, const
 	{
 		for(const auto & buildingId : town->getBuildings())
 		{
-			if(const auto building = town->town->buildings.at(buildingId); vstd::contains(building->marketModes, mode))
+			if(const auto building = town->getTown()->buildings.at(buildingId); vstd::contains(building->marketModes, mode))
 				return building->getNameTranslated();
 		}
 	}

+ 2 - 2
client/windows/CQuestLog.cpp

@@ -78,7 +78,7 @@ void CQuestMinimap::addQuestMarks (const QuestInfo * q)
 
 	int3 tile;
 	if (q->obj)
-		tile = q->obj->pos;
+		tile = q->obj->visitablePos();
 	else
 		tile = q->tile;
 
@@ -104,7 +104,7 @@ void CQuestMinimap::update()
 void CQuestMinimap::iconClicked()
 {
 	if(currentQuest->obj)
-		adventureInt->centerOnTile(currentQuest->obj->pos);
+		adventureInt->centerOnTile(currentQuest->obj->visitablePos());
 	//moveAdvMapSelection();
 }
 

+ 18 - 6
client/windows/CSpellWindow.cpp

@@ -205,9 +205,9 @@ CSpellWindow::CSpellWindow(const CGHeroInstance * _myHero, CPlayerInterface * _m
 		}
 	}
 
-	selectedTab = battleSpellsOnly ? myInt->localState->spellbookSettings.spellbookLastTabBattle : myInt->localState->spellbookSettings.spellbookLastTabAdvmap;
+	selectedTab = battleSpellsOnly ? myInt->localState->getSpellbookSettings().spellbookLastTabBattle : myInt->localState->getSpellbookSettings().spellbookLastTabAdvmap;
 	schoolTab->setFrame(selectedTab, 0);
-	int cp = battleSpellsOnly ? myInt->localState->spellbookSettings.spellbookLastPageBattle : myInt->localState->spellbookSettings.spellbookLastPageAdvmap;
+	int cp = battleSpellsOnly ? myInt->localState->getSpellbookSettings().spellbookLastPageBattle : myInt->localState->getSpellbookSettings().spellbookLastPageAdvmap;
 	// spellbook last page battle index is not reset after battle, so this needs to stay here
 	vstd::abetween(cp, 0, std::max(0, pagesWithinCurrentTab() - 1));
 	setCurrentPage(cp);
@@ -313,8 +313,18 @@ void CSpellWindow::processSpells()
 
 void CSpellWindow::fexitb()
 {
-	(myInt->battleInt ? myInt->localState->spellbookSettings.spellbookLastTabBattle : myInt->localState->spellbookSettings.spellbookLastTabAdvmap) = selectedTab;
-	(myInt->battleInt ? myInt->localState->spellbookSettings.spellbookLastPageBattle : myInt->localState->spellbookSettings.spellbookLastPageAdvmap) = currentPage;
+	auto spellBookState = myInt->localState->getSpellbookSettings();
+	if(myInt->battleInt)
+	{
+		spellBookState.spellbookLastTabBattle = selectedTab;
+		spellBookState.spellbookLastPageBattle = currentPage;
+	}
+	else
+	{
+		spellBookState.spellbookLastTabAdvmap = selectedTab;
+		spellBookState.spellbookLastPageAdvmap = currentPage;
+	}
+	myInt->localState->setSpellbookSettings(spellBookState);
 
 	if(onSpellSelect)
 		onSpellSelect(SpellID::NONE);
@@ -619,8 +629,10 @@ void CSpellWindow::SpellArea::clickPressed(const Point & cursorPosition)
 
 			auto guard = vstd::makeScopeGuard([this]()
 			{
-				owner->myInt->localState->spellbookSettings.spellbookLastTabAdvmap = owner->selectedTab;
-				owner->myInt->localState->spellbookSettings.spellbookLastPageAdvmap = owner->currentPage;
+				auto spellBookState = owner->myInt->localState->getSpellbookSettings();
+				spellBookState.spellbookLastTabAdvmap = owner->selectedTab;
+				spellBookState.spellbookLastPageAdvmap = owner->currentPage;
+				owner->myInt->localState->setSpellbookSettings(spellBookState);
 			});
 
 			spells::detail::ProblemImpl problem;

+ 5 - 5
client/windows/GUIClasses.cpp

@@ -522,9 +522,9 @@ CTavernWindow::CTavernWindow(const CGObjectInstance * TavernObj, const std::func
 			recruit->block(true);
 	}
 	if(LOCPLINT->castleInt)
-		videoPlayer = std::make_shared<VideoWidget>(Point(70, 56), LOCPLINT->castleInt->town->town->clientInfo.tavernVideo, false);
+		videoPlayer = std::make_shared<VideoWidget>(Point(70, 56), LOCPLINT->castleInt->town->getTown()->clientInfo.tavernVideo, false);
 	else if(const auto * townObj = dynamic_cast<const CGTownInstance *>(TavernObj))
-		videoPlayer = std::make_shared<VideoWidget>(Point(70, 56), townObj->town->clientInfo.tavernVideo, false);
+		videoPlayer = std::make_shared<VideoWidget>(Point(70, 56), townObj->getTown()->clientInfo.tavernVideo, false);
 	else
 		videoPlayer = std::make_shared<VideoWidget>(Point(70, 56), VideoPath::builtin("TAVERN.BIK"), false);
 
@@ -548,7 +548,7 @@ void CTavernWindow::addInvite()
 
 	if(!inviteableHeroes.empty())
 	{
-		int imageIndex = heroToInvite ? (*CGI->heroh)[heroToInvite->getHeroType()]->imageIndex : 156; // 156 => special id for random
+		int imageIndex = heroToInvite ? heroToInvite->getIconIndex() : 156; // 156 => special id for random
 		if(!heroToInvite)
 			heroToInvite = (*RandomGeneratorUtil::nextItem(inviteableHeroes, CRandomGenerator::getDefault())).second;
 
@@ -563,7 +563,7 @@ void CTavernWindow::recruitb()
 	const CGHeroInstance *toBuy = (selected ? h2 : h1)->h;
 	const CGObjectInstance *obj = tavernObj;
 
-	LOCPLINT->cb->recruitHero(obj, toBuy, heroToInvite ? heroToInvite->getHeroType() : HeroTypeID::NONE);
+	LOCPLINT->cb->recruitHero(obj, toBuy, heroToInvite ? heroToInvite->getHeroTypeID() : HeroTypeID::NONE);
 	close();
 }
 
@@ -963,7 +963,7 @@ CUniversityWindow::CUniversityWindow(const CGHeroInstance * _hero, BuildingID bu
 
 	if(auto town = dynamic_cast<const CGTownInstance *>(_market))
 	{
-		auto faction = town->town->faction->getId();
+		auto faction = town->getTown()->faction->getId();
 		titlePic = std::make_shared<CAnimImage>((*CGI->townh)[faction]->town->clientInfo.buildingsIcons, building);
 	}
 	else if(auto uni = dynamic_cast<const CGUniversity *>(_market); uni->appearance)

+ 5 - 5
client/windows/QuickRecruitmentWindow.cpp

@@ -51,9 +51,9 @@ void QuickRecruitmentWindow::setCreaturePurchaseCards()
 {
 	int availableAmount = getAvailableCreatures();
 	Point position = Point((pos.w - 100*availableAmount - 8*(availableAmount-1))/2,64);
-	for (int i = 0; i < town->town->creatures.size(); i++)
+	for (int i = 0; i < town->getTown()->creatures.size(); i++)
 	{
-		if(!town->town->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first)
+		if(!town->getTown()->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first)
 		{
 			cards.push_back(std::make_shared<CreaturePurchaseCard>(town->creatures[i].second, position, town->creatures[i].first, this));
 			position.x += 108;
@@ -108,7 +108,7 @@ void QuickRecruitmentWindow::purchaseUnits()
 		{
 			int level = 0;
 			int i = 0;
-			for(auto c : town->town->creatures)
+			for(auto c : town->getTown()->creatures)
 			{
 				for(auto c2 : c)
 					if(c2 == selected->creatureOnTheCard->getId())
@@ -129,8 +129,8 @@ void QuickRecruitmentWindow::purchaseUnits()
 int QuickRecruitmentWindow::getAvailableCreatures()
 {
 	int creaturesAmount = 0;
-	for (int i=0; i< town->town->creatures.size(); i++)
-		if(!town->town->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first)
+	for (int i=0; i< town->getTown()->creatures.size(); i++)
+		if(!town->getTown()->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first)
 			creaturesAmount++;
 	return creaturesAmount;
 }

+ 1 - 3
client/windows/settings/GeneralOptionsTab.cpp

@@ -194,10 +194,8 @@ GeneralOptionsTab::GeneralOptionsTab()
 
 	build(config);
 
-	const auto & currentResolution = settings["video"]["resolution"];
-
 	std::shared_ptr<CLabel> scalingLabel = widget<CLabel>("scalingLabel");
-	scalingLabel->setText(scalingToLabelString(currentResolution["scaling"].Integer()));
+	scalingLabel->setText(scalingToLabelString(GH.screenHandler().getInterfaceScalingPercentage()));
 
 	std::shared_ptr<CLabel> longTouchLabel = widget<CLabel>("longTouchLabel");
 	if (longTouchLabel)

+ 11 - 9
config/schemas/settings.json

@@ -184,6 +184,7 @@
 				"targetfps",
 				"vsync",
 				"fontsType",
+				"cursorScalingFactor",
 				"fontScalingFactor",
 				"upscalingFilter",
 				"fontUpscalingFilter",
@@ -195,22 +196,19 @@
 					"additionalProperties" : false,
 					"required" : [ "width", "height", "scaling" ],
 					"properties" : {
-						"width"  : { "type" : "number" },
-						"height" : { "type" : "number" },
-						"scaling" : { "type" : "number" }
-					},
-					"defaultIOS" : {"width" : 800, "height" : 600, "scaling" : 200 },
-					"defaultAndroid" : {"width" : 800, "height" : 600, "scaling" : 200 },
-					"default" : {"width" : 800, "height" : 600, "scaling" : 100 }
+						"width"  :  { "type" : "number", "default" : 1280 },
+						"height" :  { "type" : "number", "default" :  720 },
+						"scaling" : { "type" : "number", "default" :    0 }
+					}
 				},
 				"reservedWidth" : {
 					"type" : "number",
-					"defaultIOS" : 0.1, // iOS camera cutout / notch is excluded from available area by SDL
+					"defaultIOS" : 0.1, // iOS camera cutout / notch is not excluded from available area by SDL, handle it this way
 					"default" : 0
 				},
 				"fullscreen" : {
 					"type" : "boolean",
-					"default" : false
+					"default" : true
 				},
 				"realFullscreen" : {
 					"type" : "boolean",
@@ -256,6 +254,10 @@
 					"enum" : [ "auto", "original", "scalable" ],
 					"default" : "auto"
 				},
+				"cursorScalingFactor" : {
+					"type" : "number",
+					"default" : 1
+				},
 				"fontScalingFactor" : {
 					"type" : "number",
 					"default" : 1

+ 1 - 1
include/vcmi/Entity.h

@@ -26,7 +26,7 @@ class DLL_LINKAGE INativeTerrainProvider
 {
 public:
 	virtual TerrainId getNativeTerrain() const = 0;
-	virtual FactionID getFaction() const = 0;
+	virtual FactionID getFactionID() const = 0;
 	virtual bool isNativeTerrain(TerrainId terrain) const;
 };
 

+ 4 - 0
launcher/CMakeLists.txt

@@ -202,6 +202,10 @@ elseif(NOT APPLE_IOS)
 	target_link_libraries(vcmilauncher SDL2::SDL2)
 endif()
 
+if(ENABLE_STATIC_LIBS OR NOT (ENABLE_EDITOR AND ENABLE_LAUNCHER))
+	target_compile_definitions(vcmilauncher PRIVATE VCMIQT_STATIC)
+endif()
+
 target_link_libraries(vcmilauncher vcmi vcmiqt Qt${QT_VERSION_MAJOR}::Widgets Qt${QT_VERSION_MAJOR}::Network)
 target_include_directories(vcmilauncher
 	PUBLIC	${CMAKE_CURRENT_SOURCE_DIR}

+ 32 - 3
launcher/settingsView/csettingsview_moc.cpp

@@ -127,7 +127,12 @@ void CSettingsView::loadSettings()
 #endif
 	fillValidScalingRange();
 
-	ui->spinBoxInterfaceScaling->setValue(settings["video"]["resolution"]["scaling"].Float());
+	ui->buttonScalingAuto->setChecked(settings["video"]["resolution"]["scaling"].Integer() == 0);
+	if (settings["video"]["resolution"]["scaling"].Integer() == 0)
+		ui->spinBoxInterfaceScaling->setValue(100);
+	else
+		ui->spinBoxInterfaceScaling->setValue(settings["video"]["resolution"]["scaling"].Float());
+
 	ui->spinBoxFramerateLimit->setValue(settings["video"]["targetfps"].Float());
 	ui->spinBoxFramerateLimit->setDisabled(settings["video"]["vsync"].Bool());
 	ui->sliderReservedArea->setValue(std::round(settings["video"]["reservedWidth"].Float() * 100));
@@ -174,6 +179,7 @@ void CSettingsView::loadSettings()
 	ui->sliderControllerSticksAcceleration->setValue(settings["input"]["controllerAxisScale"].Float() * 100);
 	ui->lineEditGameLobbyHost->setText(QString::fromStdString(settings["lobby"]["hostname"].String()));
 	ui->spinBoxNetworkPortLobby->setValue(settings["lobby"]["port"].Integer());
+	ui->buttonVSync->setChecked(settings["video"]["vsync"].Bool());
 
 	if (settings["video"]["fontsType"].String() == "auto")
 		ui->buttonFontAuto->setChecked(true);
@@ -195,7 +201,6 @@ void CSettingsView::loadSettings()
 void CSettingsView::loadToggleButtonSettings()
 {
 	setCheckbuttonState(ui->buttonShowIntro, settings["video"]["showIntro"].Bool());
-	setCheckbuttonState(ui->buttonVSync, settings["video"]["vsync"].Bool());
 	setCheckbuttonState(ui->buttonAutoCheck, settings["launcher"]["autoCheckRepositories"].Bool());
 
 	setCheckbuttonState(ui->buttonRepositoryDefault, settings["launcher"]["defaultRepositoryEnabled"].Bool());
@@ -212,10 +217,15 @@ void CSettingsView::loadToggleButtonSettings()
 	std::string cursorType = settings["video"]["cursor"].String();
 	int cursorTypeIndex = vstd::find_pos(cursorTypesList, cursorType);
 	setCheckbuttonState(ui->buttonCursorType, cursorTypeIndex);
+	ui->sliderScalingCursor->setDisabled(cursorType == "software"); // Not supported
+	ui->labelScalingCursorValue->setDisabled(cursorType == "software"); // Not supported
 
 	int fontScalingPercentage = settings["video"]["fontScalingFactor"].Float() * 100;
 	ui->sliderScalingFont->setValue(fontScalingPercentage / 5);
 
+	int cursorScalingPercentage = settings["video"]["cursorScalingFactor"].Float() * 100;
+	ui->sliderScalingCursor->setValue(cursorScalingPercentage / 5);
+
 }
 
 void CSettingsView::fillValidResolutions()
@@ -494,6 +504,8 @@ void CSettingsView::on_buttonCursorType_toggled(bool value)
 	Settings node = settings.write["video"]["cursor"];
 	node->String() = cursorTypesList[value ? 1 : 0];
 	updateCheckbuttonText(ui->buttonCursorType);
+	ui->sliderScalingCursor->setDisabled(value == 1); // Not supported
+	ui->labelScalingCursorValue->setDisabled(value == 1); // Not supported
 }
 
 void CSettingsView::loadTranslation()
@@ -627,7 +639,6 @@ void CSettingsView::on_buttonVSync_toggled(bool value)
 	Settings node = settings.write["video"]["vsync"];
 	node->Bool() = value;
 	ui->spinBoxFramerateLimit->setDisabled(settings["video"]["vsync"].Bool());
-	updateCheckbuttonText(ui->buttonVSync);
 }
 
 void CSettingsView::on_comboBoxEnemyPlayerAI_currentTextChanged(const QString &arg1)
@@ -816,3 +827,21 @@ void CSettingsView::on_buttonValidationFull_clicked(bool checked)
 	Settings node = settings.write["mods"]["validation"];
 	node->String() = "full";
 }
+
+void CSettingsView::on_sliderScalingCursor_valueChanged(int value)
+{
+	int actualValuePercentage = value * 5;
+	ui->labelScalingCursorValue->setText(QString("%1%").arg(actualValuePercentage));
+	Settings node = settings.write["video"]["cursorScalingFactor"];
+	node->Float() = actualValuePercentage / 100.0;
+}
+
+void CSettingsView::on_buttonScalingAuto_toggled(bool checked)
+{
+	ui->spinBoxInterfaceScaling->setDisabled(checked);
+	ui->spinBoxInterfaceScaling->setValue(100);
+
+	Settings node = settings.write["video"]["resolution"]["scaling"];
+	node->Integer() = checked ? 0 : 100;
+}
+

+ 4 - 0
launcher/settingsView/csettingsview_moc.h

@@ -97,6 +97,10 @@ private slots:
 
 	void on_buttonValidationFull_clicked(bool checked);
 
+	void on_sliderScalingCursor_valueChanged(int value);
+
+	void on_buttonScalingAuto_toggled(bool checked);
+
 private:
 	Ui::CSettingsView * ui;
 

Filskillnaden har hållts tillbaka eftersom den är för stor
+ 445 - 370
launcher/settingsView/csettingsview_moc.ui


+ 1 - 1
lib/BasicTypes.cpp

@@ -38,7 +38,7 @@ TerrainId AFactionMember::getNativeTerrain() const
 	//this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
 	//and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
 	return getBonusBearer()->hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty)
-		? TerrainId::ANY_TERRAIN : VLC->factions()->getById(getFaction())->getNativeTerrain();
+			 ? TerrainId::ANY_TERRAIN : getFactionID().toEntity(VLC)->getNativeTerrain();
 }
 
 int32_t AFactionMember::magicResistance() const

+ 1 - 1
lib/CCreatureHandler.cpp

@@ -117,7 +117,7 @@ int32_t CCreature::getHorde() const
 	return hordeGrowth;
 }
 
-FactionID CCreature::getFaction() const
+FactionID CCreature::getFactionID() const
 {
 	return FactionID(faction);
 }

+ 1 - 1
lib/CCreatureHandler.h

@@ -127,7 +127,7 @@ public:
 	std::string getNamePluralTextID() const override;
 	std::string getNameSingularTextID() const override;
 
-	FactionID getFaction() const override;
+	FactionID getFactionID() const override;
 	int32_t getIndex() const override;
 	int32_t getIconIndex() const override;
 	std::string getJsonKey() const override;

+ 2 - 2
lib/CCreatureSet.cpp

@@ -926,10 +926,10 @@ void CStackInstance::serializeJson(JsonSerializeFormat & handler)
 	}
 }
 
-FactionID CStackInstance::getFaction() const
+FactionID CStackInstance::getFactionID() const
 {
 	if(type)
-		return type->getFaction();
+		return type->getFactionID();
 		
 	return FactionID::NEUTRAL;
 }

+ 1 - 1
lib/CCreatureSet.h

@@ -106,7 +106,7 @@ public:
 	//IConstBonusProvider
 	const IBonusBearer* getBonusBearer() const override;
 	//INativeTerrainProvider
-	FactionID getFaction() const override;
+	FactionID getFactionID() const override;
 
 	virtual ui64 getPower() const;
 	/// Returns total market value of resources needed to recruit this unit

+ 4 - 4
lib/CGameInfoCallback.cpp

@@ -381,7 +381,7 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
 
 			for(const auto & creature : VLC->creh->objects)
 			{
-				if(creature->getFaction() == factionIndex && static_cast<int>(creature->getAIValue()) > maxAIValue)
+				if(creature->getFactionID() == factionIndex && static_cast<int>(creature->getAIValue()) > maxAIValue)
 				{
 					maxAIValue = creature->getAIValue();
 					mostStrong = creature.get();
@@ -539,7 +539,7 @@ EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) cons
 
 	for(const auto & object : gs->map->objects)
 	{
-		if(object && object->ID == Obj::HOLE && object->pos == tile)
+		if(object && object->ID == Obj::HOLE && object->anchorPos() == tile)
 			return EDiggingStatus::TILE_OCCUPIED;
 	}
 	return getTile(tile)->getDiggingStatus();
@@ -575,10 +575,10 @@ EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, Bu
 {
 	ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);
 
-	if(!t->town->buildings.count(ID))
+	if(!t->getTown()->buildings.count(ID))
 		return EBuildingState::BUILDING_ERROR;
 
-	const CBuilding * building = t->town->buildings.at(ID);
+	const CBuilding * building = t->getTown()->buildings.at(ID);
 
 
 	if(t->hasBuilt(ID))	//already built

+ 1 - 0
lib/CMakeLists.txt

@@ -559,6 +559,7 @@ set(lib_MAIN_HEADERS
 	networkPacks/PacksForServer.h
 	networkPacks/SetRewardableConfiguration.h
 	networkPacks/SetStackEffect.h
+	networkPacks/SaveLocalState.h
 	networkPacks/StackLocation.h
 	networkPacks/TradeItem.h
 

+ 8 - 2
lib/CPlayerState.cpp

@@ -10,6 +10,7 @@
 #include "StdInc.h"
 
 #include "CPlayerState.h"
+#include "json/JsonNode.h"
 #include "mapObjects/CGDwelling.h"
 #include "mapObjects/CGTownInstance.h"
 #include "mapObjects/CGHeroInstance.h"
@@ -20,8 +21,13 @@
 VCMI_LIB_NAMESPACE_BEGIN
 
 PlayerState::PlayerState()
- : color(-1), human(false), cheated(false), enteredWinningCheatCode(false),
-   enteredLosingCheatCode(false), status(EPlayerStatus::INGAME)
+	: color(-1)
+	, playerLocalSettings(std::make_unique<JsonNode>())
+	, human(false)
+	, cheated(false)
+	, enteredWinningCheatCode(false)
+	, enteredLosingCheatCode(false)
+	, status(EPlayerStatus::INGAME)
 {
 	setNodeType(PLAYER);
 }

+ 4 - 1
lib/CPlayerState.h

@@ -16,7 +16,6 @@
 #include "bonuses/CBonusSystemNode.h"
 #include "ResourceSet.h"
 #include "TurnTimerInfo.h"
-#include "ConstTransitivePtr.h"
 
 VCMI_LIB_NAMESPACE_BEGIN
 
@@ -66,6 +65,7 @@ public:
 	std::vector<QuestInfo> quests; //store info about all received quests
 	std::vector<Bonus> battleBonuses; //additional bonuses to be added during battle with neutrals
 	std::map<uint32_t, std::map<ArtifactPosition, ArtifactID>> costumesArtifacts;
+	std::unique_ptr<JsonNode> playerLocalSettings; // Json with client-defined data, such as order of heroes or current hero paths. Not used by client/lib
 
 	bool cheated;
 	bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
@@ -116,6 +116,9 @@ public:
 		h & status;
 		h & turnTimer;
 
+		if (h.version >= Handler::Version::LOCAL_PLAYER_STATE_DATA)
+			h & *playerLocalSettings;
+
 		if (h.version >= Handler::Version::PLAYER_STATE_OWNED_OBJECTS)
 		{
 			h & ownedObjects;

+ 2 - 2
lib/battle/CUnitState.cpp

@@ -416,9 +416,9 @@ int32_t CUnitState::creatureIconIndex() const
 	return unitType()->getIconIndex();
 }
 
-FactionID CUnitState::getFaction() const
+FactionID CUnitState::getFactionID() const
 {
-	return unitType()->getFaction();
+	return unitType()->getFactionID();
 }
 
 int32_t CUnitState::getCasterUnitId() const

+ 1 - 1
lib/battle/CUnitState.h

@@ -253,7 +253,7 @@ public:
 	void localInit(const IUnitEnvironment * env_);
 	void serializeJson(JsonSerializeFormat & handler);
 
-	FactionID getFaction() const override;
+	FactionID getFactionID() const override;
 
 	void afterAttack(bool ranged, bool counter);
 

+ 3 - 3
lib/bonuses/Limiters.cpp

@@ -300,15 +300,15 @@ ILimiter::EDecision FactionLimiter::limit(const BonusLimitationContext &context)
 	if(bearer)
 	{
 		if(faction != FactionID::DEFAULT)
-			return bearer->getFaction() == faction ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
+			return bearer->getFactionID() == faction ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
 
 		switch(context.b.source)
 		{
 			case BonusSource::CREATURE_ABILITY:
-				return bearer->getFaction() == context.b.sid.as<CreatureID>().toCreature()->getFaction() ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
+				return bearer->getFactionID() == context.b.sid.as<CreatureID>().toCreature()->getFactionID() ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
 			
 			case BonusSource::TOWN_STRUCTURE:
-				return bearer->getFaction() == context.b.sid.as<BuildingTypeUniqueID>().getFaction() ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
+				return bearer->getFactionID() == context.b.sid.as<BuildingTypeUniqueID>().getFaction() ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
 
 			//TODO: other sources of bonuses
 		}

+ 4 - 4
lib/campaign/CampaignState.cpp

@@ -351,14 +351,14 @@ void CampaignState::setCurrentMapAsConquered(std::vector<CGHeroInstance *> heroe
 	{
 		JsonNode node = CampaignState::crossoverSerialize(hero);
 
-		if (reservedHeroes.count(hero->getHeroType()))
+		if (reservedHeroes.count(hero->getHeroTypeID()))
 		{
-			logGlobal->info("Hero crossover: %d (%s) exported to global pool", hero->getHeroType(), hero->getNameTranslated());
-			globalHeroPool[hero->getHeroType()] = node;
+			logGlobal->info("Hero crossover: %d (%s) exported to global pool", hero->getHeroTypeID(), hero->getNameTranslated());
+			globalHeroPool[hero->getHeroTypeID()] = node;
 		}
 		else
 		{
-			logGlobal->info("Hero crossover: %d (%s) exported to scenario pool", hero->getHeroType(), hero->getNameTranslated());
+			logGlobal->info("Hero crossover: %d (%s) exported to scenario pool", hero->getHeroTypeID(), hero->getNameTranslated());
 			scenarioHeroPool[*currentMap].push_back(node);
 		}
 	}

+ 1 - 1
lib/entities/faction/CFaction.cpp

@@ -92,7 +92,7 @@ FactionID CFaction::getId() const
 	return FactionID(index);
 }
 
-FactionID CFaction::getFaction() const
+FactionID CFaction::getFactionID() const
 {
 	return FactionID(index);
 }

+ 1 - 1
lib/entities/faction/CFaction.h

@@ -39,7 +39,7 @@ class DLL_LINKAGE CFaction : public Faction
 
 	FactionID index = FactionID::NEUTRAL;
 
-	FactionID getFaction() const override; //This function should not be used
+	FactionID getFactionID() const override; //This function should not be used
 
 public:
 	TerrainId nativeTerrain;

+ 2 - 2
lib/entities/faction/CTownHandler.cpp

@@ -883,8 +883,8 @@ void CTownHandler::beforeValidate(JsonNode & object)
 		if (building.second.Struct().count("onVisitBonuses"))
 		{
 			building.second["configuration"]["visitMode"] = JsonNode("bonus");
-			building.second["configuration"]["visitMode"]["rewards"][0]["message"] = building.second["description"];
-			building.second["configuration"]["visitMode"]["rewards"][0]["bonuses"] = building.second["onVisitBonuses"];
+			building.second["configuration"]["rewards"][0]["message"] = building.second["description"];
+			building.second["configuration"]["rewards"][0]["bonuses"] = building.second["onVisitBonuses"];
 		}
 	}
 }

+ 28 - 38
lib/gameState/CGameState.cpp

@@ -449,7 +449,7 @@ void CGameState::initGrailPosition()
 		//remove tiles with holes
 		for(auto & elem : map->objects)
 			if(elem && elem->ID == Obj::HOLE)
-				allowedPos -= elem->pos;
+				allowedPos -= elem->anchorPos();
 
 		if(!allowedPos.empty())
 		{
@@ -495,7 +495,7 @@ void CGameState::randomizeMapObjects()
 			{
 				for (int j = 0; j < object->getHeight() ; j++)
 				{
-					int3 pos = object->pos - int3(i,j,0);
+					int3 pos = object->anchorPos() - int3(i,j,0);
 					if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
 				}
 			}
@@ -530,7 +530,7 @@ void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTy
 {
 	for(auto town : map->towns)
 	{
-		if(town->getPosition() == townPos)
+		if(town->anchorPos() == townPos)
 		{
 			townPos = town->visitablePos();
 			break;
@@ -545,8 +545,7 @@ void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTy
 	hero->setHeroType(heroTypeId);
 	hero->tempOwner = playerColor;
 
-	hero->pos = townPos;
-	hero->pos += hero->getVisitableOffset();
+	hero->setAnchorPos(townPos + hero->getVisitableOffset());
 	map->getEditManager()->insertObject(hero);
 }
 
@@ -600,7 +599,7 @@ void CGameState::initHeroes()
 		}
 
 		hero->initHero(getRandomGenerator());
-		map->allHeroes[hero->getHeroType().getNum()] = hero;
+		map->allHeroes[hero->getHeroTypeID().getNum()] = hero;
 	}
 
 	// generate boats for all heroes on water
@@ -614,7 +613,7 @@ void CGameState::initHeroes()
 			auto boat = dynamic_cast<CGBoat*>(handler->create(callback, nullptr));
 			handler->configureObject(boat, gs->getRandomGenerator());
 
-			boat->pos = hero->pos;
+			boat->setAnchorPos(hero->anchorPos());
 			boat->appearance = handler->getTemplates().front();
 			boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
 
@@ -630,20 +629,20 @@ void CGameState::initHeroes()
 		{
 			auto * hero = dynamic_cast<CGHeroInstance*>(obj.get());
 			hero->initHero(getRandomGenerator());
-			map->allHeroes[hero->getHeroType().getNum()] = hero;
+			map->allHeroes[hero->getHeroTypeID().getNum()] = hero;
 		}
 	}
 
 	std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
 	for(auto ph : map->predefinedHeroes)
 	{
-		if(!vstd::contains(heroesToCreate, ph->getHeroType()))
+		if(!vstd::contains(heroesToCreate, ph->getHeroTypeID()))
 			continue;
 		ph->initHero(getRandomGenerator());
 		heroesPool->addHeroToPool(ph);
-		heroesToCreate.erase(ph->type->getId());
+		heroesToCreate.erase(ph->getHeroTypeID());
 
-		map->allHeroes[ph->getHeroType().getNum()] = ph;
+		map->allHeroes[ph->getHeroTypeID().getNum()] = ph;
 	}
 
 	for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
@@ -757,12 +756,12 @@ void CGameState::initTownNames()
 
 	for(auto & vti : map->towns)
 	{
-		assert(vti->town);
+		assert(vti->getTown());
 
 		if(!vti->getNameTextID().empty())
 			continue;
 
-		FactionID faction = vti->getFaction();
+		FactionID faction = vti->getFactionID();
 
 		if(availableNames.empty())
 		{
@@ -799,8 +798,8 @@ void CGameState::initTowns()
 
 	for (auto & vti : map->towns)
 	{
-		assert(vti->town);
-		assert(vti->town->creatures.size() <= GameConstants::CREATURES_PER_TOWN); 
+		assert(vti->getTown());
+		assert(vti->getTown()->creatures.size() <= GameConstants::CREATURES_PER_TOWN);
 
 		constexpr std::array basicDwellings = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 };
 		constexpr std::array upgradedDwellings = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP };
@@ -829,7 +828,7 @@ void CGameState::initTowns()
 		vti->addBuilding(BuildingID::VILLAGE_HALL);
 
 		//init hordes
-		for (int i = 0; i < vti->town->creatures.size(); i++)
+		for (int i = 0; i < vti->getTown()->creatures.size(); i++)
 		{
 			if(vti->hasBuilt(hordes[i])) //if we have horde for this level
 			{
@@ -895,7 +894,7 @@ void CGameState::initTowns()
 			int sel = -1;
 
 			for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
-				total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
+				total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFactionID());
 
 			if (total == 0) // remaining spells have 0 probability
 				break;
@@ -903,7 +902,7 @@ void CGameState::initTowns()
 			auto r = getRandomGenerator().nextInt(total - 1);
 			for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
 			{
-				r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
+				r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFactionID());
 				if(r<0)
 				{
 					sel = ps;
@@ -964,22 +963,18 @@ void CGameState::placeHeroesInTowns()
 		{
 			for(CGTownInstance * t : player.second.getTowns())
 			{
-				if(h->visitablePos().z != t->visitablePos().z)
-					continue;
-
-				bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
+				bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos());
 
 				// current hero position is at one of blocking tiles of current town
 				// assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
 				if (heroOnTownBlockableTile)
 				{
-					int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
-
 					map->removeBlockVisTiles(h);
-					h->pos = correctedPos;
+					int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
+					h->setAnchorPos(correctedPos);
 					map->addBlockVisTiles(h);
 
-					assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
+					assert(t->visitableAt(h->visitablePos()));
 				}
 			}
 		}
@@ -1001,7 +996,7 @@ void CGameState::initVisitingAndGarrisonedHeroes()
 				if(h->visitablePos().z != t->visitablePos().z)
 					continue;
 
-				if (t->visitableAt(h->visitablePos().x, h->visitablePos().y))
+				if (t->visitableAt(h->visitablePos()))
 				{
 					assert(t->visitingHero == nullptr);
 					t->setVisitingHero(h);
@@ -1066,7 +1061,7 @@ BattleField CGameState::battleGetBattlefieldType(int3 tile, vstd::RNG & rand)
 	for(auto &obj : map->objects)
 	{
 		//look only for objects covering given tile
-		if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))
+		if( !obj || !obj->coveringAt(tile))
 			continue;
 
 		auto customBattlefield = obj->getBattlefield();
@@ -1250,10 +1245,10 @@ bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<Pla
 	{
 		for(int fx=0; fx < obj->getWidth(); ++fx)
 		{
-			int3 pos = obj->pos + int3(-fx, -fy, 0);
+			int3 pos = obj->anchorPos() + int3(-fx, -fy, 0);
 
 			if ( map->isInTheMap(pos) &&
-				 obj->coveringAt(pos.x, pos.y) &&
+				 obj->coveringAt(pos) &&
 				 isVisible(pos, *player))
 				return true;
 		}
@@ -1660,18 +1655,13 @@ std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllow
 	}
 
 	for(auto hero : map->heroesOnMap)  //heroes instances initialization
-	{
-		if(hero->type)
-			ret -= hero->type->getId();
-		else
-			ret -= hero->getHeroType();
-	}
+		ret -= hero->getHeroTypeID();
 
 	for(auto obj : map->objects) //prisons
 	{
 		auto * hero = dynamic_cast<const CGHeroInstance *>(obj.get());
 		if(hero && hero->ID == Obj::PRISON)
-			ret -= hero->getHeroType();
+			ret -= hero->getHeroTypeID();
 	}
 
 	return ret;
@@ -1695,7 +1685,7 @@ CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
 		auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
 		assert(hero);
 
-		if (hero->getHeroType() == hid)
+		if (hero->getHeroTypeID() == hid)
 			return hero;
 	}
 

+ 10 - 10
lib/gameState/CGameStateCampaign.cpp

@@ -86,7 +86,7 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & tr
 					.And(Selector::subtype()(BonusSubtypeID(g)))
 					.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
 
-				hero.hero->getLocalBonus(sel)->val = hero.hero->type->heroClass->primarySkillInitial[g.getNum()];
+				hero.hero->getLocalBonus(sel)->val = hero.hero->getHeroClass()->primarySkillInitial[g.getNum()];
 			}
 		}
 	}
@@ -96,7 +96,7 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & tr
 		//trimming sec skills
 		for(auto & hero : campaignHeroReplacements)
 		{
-			hero.hero->secSkills = hero.hero->type->secSkillsInit;
+			hero.hero->secSkills = hero.hero->getHeroType()->secSkillsInit;
 			hero.hero->recreateSecondarySkillsBonuses();
 		}
 	}
@@ -240,7 +240,7 @@ void CGameStateCampaign::placeCampaignHeroes()
 
 	for(auto & replacement : campaignHeroReplacements)
 		if (replacement.heroPlaceholderId.hasValue())
-			heroesToRemove.insert(replacement.hero->getHeroType());
+			heroesToRemove.insert(replacement.hero->getHeroTypeID());
 
 	for(auto & heroID : heroesToRemove)
 	{
@@ -368,9 +368,9 @@ void CGameStateCampaign::replaceHeroesPlaceholders()
 		heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
 		if(heroPlaceholder->tempOwner.isValidPlayer())
 			heroToPlace->tempOwner = heroPlaceholder->tempOwner;
-		heroToPlace->pos = heroPlaceholder->pos;
-		heroToPlace->type = heroToPlace->getHeroType().toHeroType();
-		heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front();
+		heroToPlace->setAnchorPos(heroPlaceholder->anchorPos());
+		heroToPlace->setHeroType(heroToPlace->getHeroTypeID());
+		heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->getHeroTypeID())->getTemplates().front();
 
 		gameState->map->removeBlockVisTiles(heroPlaceholder, true);
 		gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
@@ -563,7 +563,7 @@ void CGameStateCampaign::initHeroes()
 		{
 			for (auto & hero : heroes)
 			{
-				if (hero->getHeroType().getNum() == chosenBonus->info1)
+				if (hero->getHeroTypeID().getNum() == chosenBonus->info1)
 				{
 					giveCampaignBonusToHero(hero);
 					break;
@@ -655,14 +655,14 @@ void CGameStateCampaign::initTowns()
 		if (!owner->human)
 			continue;
 
-		if (town->pos != pi.posOfMainTown)
+		if (town->anchorPos() != pi.posOfMainTown)
 			continue;
 
 		BuildingID newBuilding;
 		if(gameState->scenarioOps->campState->formatVCMI())
 			newBuilding = BuildingID(chosenBonus->info1);
 		else
-			newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFaction(), town->getBuildings());
+			newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFactionID(), town->getBuildings());
 
 		// Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2
 		while(true)
@@ -675,7 +675,7 @@ void CGameStateCampaign::initTowns()
 
 			town->addBuilding(newBuilding);
 
-			auto building = town->town->buildings.at(newBuilding);
+			auto building = town->getTown()->buildings.at(newBuilding);
 			newBuilding = building->upgrade;
 		}
 		break;

+ 1 - 1
lib/gameState/GameStatistics.cpp

@@ -381,7 +381,7 @@ float Statistic::getTownBuiltRatio(const PlayerState * ps)
 	for(const auto & t : ps->getTowns())
 	{
 		built += t->getBuildings().size();
-		for(const auto & b : t->town->buildings)
+		for(const auto & b : t->getTown()->buildings)
 			if(!t->forbiddenBuildings.count(b.first))
 				total += 1;
 	}

+ 1 - 1
lib/gameState/InfoAboutArmy.cpp

@@ -115,7 +115,7 @@ void InfoAboutHero::initFromHero(const CGHeroInstance *h, InfoAboutHero::EInfoLe
 
 	initFromArmy(h, detailed);
 
-	hclass = h->type->heroClass;
+	hclass = h->getHeroClass();
 	name = h->getNameTranslated();
 	portraitSource = h->getPortraitSource();
 

+ 4 - 4
lib/gameState/TavernHeroesPool.cpp

@@ -25,7 +25,7 @@ std::map<HeroTypeID, CGHeroInstance*> TavernHeroesPool::unusedHeroesFromPool() c
 {
 	std::map<HeroTypeID, CGHeroInstance*> pool = heroesPool;
 	for(const auto & slot : currentTavern)
-		pool.erase(slot.hero->getHeroType());
+		pool.erase(slot.hero->getHeroTypeID());
 
 	return pool;
 }
@@ -34,7 +34,7 @@ TavernSlotRole TavernHeroesPool::getSlotRole(HeroTypeID hero) const
 {
 	for (auto const & slot : currentTavern)
 	{
-		if (slot.hero->getHeroType() == hero)
+		if (slot.hero->getHeroTypeID() == hero)
 			return slot.role;
 	}
 	return TavernSlotRole::NONE;
@@ -106,7 +106,7 @@ CGHeroInstance * TavernHeroesPool::takeHeroFromPool(HeroTypeID hero)
 	heroesPool.erase(hero);
 
 	vstd::erase_if(currentTavern, [&](const TavernSlot & entry){
-		return entry.hero->type->getId() == hero;
+		return entry.hero->getHeroTypeID() == hero;
 	});
 
 	assert(result);
@@ -138,7 +138,7 @@ void TavernHeroesPool::onNewDay()
 
 void TavernHeroesPool::addHeroToPool(CGHeroInstance * hero)
 {
-	heroesPool[hero->getHeroType()] = hero;
+	heroesPool[hero->getHeroTypeID()] = hero;
 }
 
 void TavernHeroesPool::setAvailability(HeroTypeID hero, std::set<PlayerColor> mask)

+ 7 - 2
lib/mapObjectConstructors/CObjectClassesHandler.cpp

@@ -207,8 +207,13 @@ TObjectTypeHandler CObjectClassesHandler::loadSubObjectFromJson(const std::strin
 
 	// Compatibility with 1.5 mods for 1.6. To be removed in 1.7
 	// Detect banks that use old format and load them using old bank hander
-	if (baseObject->id == Obj::CREATURE_BANK && entry.Struct().count("levels") && !entry.Struct().count("rewards"))
-		handler = "bank";
+	if (baseObject->id == Obj::CREATURE_BANK)
+	{
+		if (entry.Struct().count("levels") && !entry.Struct().count("rewards"))
+			handler = "bank";
+		else
+			handler = "configurable";
+	}
 
 	auto createdObject = handlerConstructors.at(handler)();
 

+ 1 - 7
lib/mapObjectConstructors/CommonConstructors.cpp

@@ -96,7 +96,6 @@ bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, std
 
 void CTownInstanceConstructor::initializeObject(CGTownInstance * obj) const
 {
-	obj->town = faction->town;
 	obj->tempOwner = PlayerColor::NEUTRAL;
 }
 
@@ -144,7 +143,7 @@ bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, std
 
 	auto heroTest = [&](const HeroTypeID & id)
 	{
-		return hero->type->getId() == id;
+		return hero->getHeroTypeID() == id;
 	};
 
 	if(filters.count(templ->stringID))
@@ -154,11 +153,6 @@ bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, std
 	return false;
 }
 
-void CHeroInstanceConstructor::initializeObject(CGHeroInstance * obj) const
-{
-	obj->type = nullptr; //FIXME: set to valid value. somehow.
-}
-
 void CHeroInstanceConstructor::randomizeObject(CGHeroInstance * object, vstd::RNG & rng) const
 {
 

+ 0 - 1
lib/mapObjectConstructors/CommonConstructors.h

@@ -81,7 +81,6 @@ public:
 	const CHeroClass * heroClass = nullptr;
 	std::map<std::string, LogicalExpression<HeroTypeID>> filters;
 
-	void initializeObject(CGHeroInstance * object) const override;
 	void randomizeObject(CGHeroInstance * object, vstd::RNG & rng) const override;
 	void afterLoadFinalization() override;
 

+ 1 - 1
lib/mapObjects/CArmedInstance.cpp

@@ -78,7 +78,7 @@ void CArmedInstance::updateMoraleBonusFromArmy()
 		const CStackInstance * inst = slot.second;
 		const auto * creature  = inst->getCreatureID().toEntity(VLC);
 
-		factions.insert(creature->getFaction());
+		factions.insert(creature->getFactionID());
 		// Check for undead flag instead of faction (undead mummies are neutral)
 		if (!hasUndead)
 		{

+ 23 - 18
lib/mapObjects/CGCreature.cpp

@@ -33,7 +33,7 @@ std::string CGCreature::getHoverText(PlayerColor player) const
 	if(stacks.empty())
 	{
 		//should not happen...
-		logGlobal->error("Invalid stack at tile %s: subID=%d; id=%d", pos.toString(), getCreature(), id.getNum());
+		logGlobal->error("Invalid stack at tile %s: subID=%d; id=%d", anchorPos().toString(), getCreature(), id.getNum());
 		return "INVALID_STACK";
 	}
 
@@ -45,7 +45,7 @@ std::string CGCreature::getHoverText(PlayerColor player) const
 	else
 		ms.appendLocalString(EMetaText::ARRAY_TXT, quantityTextIndex);
 	ms.appendRawString(" ");
-	ms.appendNamePlural(getCreature());
+	ms.appendNamePlural(getCreatureID());
 
 	return ms.toString();
 }
@@ -57,7 +57,7 @@ std::string CGCreature::getHoverText(const CGHeroInstance * hero) const
 		MetaString ms;
 		ms.appendNumber(stacks.begin()->second->count);
 		ms.appendRawString(" ");
-		ms.appendName(getCreature(), stacks.begin()->second->count);
+		ms.appendName(getCreatureID(), stacks.begin()->second->count);
 		return ms.toString();
 	}
 	else
@@ -69,11 +69,11 @@ std::string CGCreature::getHoverText(const CGHeroInstance * hero) const
 std::string CGCreature::getMonsterLevelText() const
 {
 	std::string monsterLevel = VLC->generaltexth->translate("vcmi.adventureMap.monsterLevel");
-	bool isRanged = VLC->creatures()->getById(getCreature())->getBonusBearer()->hasBonusOfType(BonusType::SHOOTER);
+	bool isRanged = getCreature()->getBonusBearer()->hasBonusOfType(BonusType::SHOOTER);
 	std::string attackTypeKey = isRanged ? "vcmi.adventureMap.monsterRangedType" : "vcmi.adventureMap.monsterMeleeType";
 	std::string attackType = VLC->generaltexth->translate(attackTypeKey);
-	boost::replace_first(monsterLevel, "%TOWN", (*VLC->townh)[VLC->creatures()->getById(getCreature())->getFaction()]->getNameTranslated());
-	boost::replace_first(monsterLevel, "%LEVEL", std::to_string(VLC->creatures()->getById(getCreature())->getLevel()));
+	boost::replace_first(monsterLevel, "%TOWN", getCreature()->getFactionID().toEntity(VLC)->getNameTranslated());
+	boost::replace_first(monsterLevel, "%LEVEL", std::to_string(getCreature()->getLevel()));
 	boost::replace_first(monsterLevel, "%ATTACK_TYPE", attackType);
 	return monsterLevel;
 }
@@ -150,7 +150,7 @@ std::string CGCreature::getPopupText(PlayerColor player) const
 std::vector<Component> CGCreature::getPopupComponents(PlayerColor player) const
 {
 	return {
-		Component(ComponentType::CREATURE, getCreature())
+		Component(ComponentType::CREATURE, getCreatureID())
 	};
 }
 
@@ -182,7 +182,7 @@ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
 			BlockingDialog ynd(true,false);
 			ynd.player = h->tempOwner;
 			ynd.text.appendLocalString(EMetaText::ADVOB_TXT, 86);
-			ynd.text.replaceName(getCreature(), getStackCount(SlotID(0)));
+			ynd.text.replaceName(getCreatureID(), getStackCount(SlotID(0)));
 			cb->showBlockingDialog(this, &ynd);
 			break;
 		}
@@ -197,7 +197,7 @@ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
 			std::string tmp = VLC->generaltexth->advobtxt[90];
 			boost::algorithm::replace_first(tmp, "%d", std::to_string(getStackCount(SlotID(0))));
 			boost::algorithm::replace_first(tmp, "%d", std::to_string(action));
-			boost::algorithm::replace_first(tmp,"%s",VLC->creatures()->getById(getCreature())->getNamePluralTranslated());
+			boost::algorithm::replace_first(tmp,"%s",getCreature()->getNamePluralTranslated());
 			ynd.text.appendRawString(tmp);
 			cb->showBlockingDialog(this, &ynd);
 			break;
@@ -205,11 +205,16 @@ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
 	}
 }
 
-CreatureID CGCreature::getCreature() const
+CreatureID CGCreature::getCreatureID() const
 {
 	return CreatureID(getObjTypeIndex().getNum());
 }
 
+const CCreature * CGCreature::getCreature() const
+{
+	return getCreatureID().toCreature();
+}
+
 void CGCreature::pickRandomObject(vstd::RNG & rand)
 {
 	switch(ID.toEnum())
@@ -279,7 +284,7 @@ void CGCreature::initObj(vstd::RNG & rand)
 
 	stacks[SlotID(0)]->setType(getCreature());
 	TQuantity &amount = stacks[SlotID(0)]->count;
-	const Creature * c = VLC->creatures()->getById(getCreature());
+	const Creature * c = getCreature();
 	if(amount == 0)
 	{
 		amount = rand.nextInt(c->getAdvMapAmountMin(), c->getAdvMapAmountMax());
@@ -353,8 +358,8 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
 
 	for(const auto & elem : h->Slots())
 	{
-		bool isOurUpgrade = vstd::contains(getCreature().toCreature()->upgrades, elem.second->getCreatureID());
-		bool isOurDowngrade = vstd::contains(elem.second->type->upgrades, getCreature());
+		bool isOurUpgrade = vstd::contains(getCreature()->upgrades, elem.second->getCreatureID());
+		bool isOurDowngrade = vstd::contains(elem.second->type->upgrades, getCreatureID());
 
 		if(isOurUpgrade || isOurDowngrade)
 			count += elem.second->count;
@@ -380,7 +385,7 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
 
 		if(diplomacy * 2 + sympathy + 1 >= character)
 		{
-			int32_t recruitCost = VLC->creatures()->getById(getCreature())->getRecruitCost(EGameResID::GOLD);
+			int32_t recruitCost = getCreature()->getRecruitCost(EGameResID::GOLD);
 			int32_t stackCount = getStackCount(SlotID(0));
 			return recruitCost * stackCount; //join for gold
 		}
@@ -493,7 +498,7 @@ void CGCreature::flee( const CGHeroInstance * h ) const
 	BlockingDialog ynd(true,false);
 	ynd.player = h->tempOwner;
 	ynd.text.appendLocalString(EMetaText::ADVOB_TXT,91);
-	ynd.text.replaceName(getCreature(), getStackCount(SlotID(0)));
+	ynd.text.replaceName(getCreatureID(), getStackCount(SlotID(0)));
 	cb->showBlockingDialog(this, &ynd);
 }
 
@@ -513,7 +518,7 @@ void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &
 	{
 		//merge stacks into one
 		TSlots::const_iterator i;
-		const CCreature * cre = getCreature().toCreature();
+		const CCreature * cre = getCreature();
 		for(i = stacks.begin(); i != stacks.end(); i++)
 		{
 			if(cre->isMyUpgrade(i->second->type))
@@ -562,7 +567,7 @@ bool CGCreature::containsUpgradedStack() const
 	float c = 5325.181015f;
 	float d = 32788.727920f;
 
-	int val = static_cast<int>(std::floor(a * pos.x + b * pos.y + c * pos.z + d));
+	int val = static_cast<int>(std::floor(a * visitablePos().x + b * visitablePos().y + c * visitablePos().z + d));
 	return ((val % 32768) % 100) < 50;
 }
 
@@ -591,7 +596,7 @@ int CGCreature::getNumberOfStacks(const CGHeroInstance *hero) const
 	ui32 c = 1943276003u;
 	ui32 d = 3174620878u;
 
-	ui32 R1 = a * static_cast<ui32>(pos.x) + b * static_cast<ui32>(pos.y) + c * static_cast<ui32>(pos.z) + d;
+	ui32 R1 = a * static_cast<ui32>(visitablePos().x) + b * static_cast<ui32>(visitablePos().y) + c * static_cast<ui32>(visitablePos().z) + d;
 	ui32 R2 = (R1 >> 16) & 0x7fff;
 
 	int R4 = R2 % 100 + 1;

+ 2 - 1
lib/mapObjects/CGCreature.h

@@ -49,7 +49,8 @@ public:
 	void newTurn(vstd::RNG & rand) const override;
 	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
 	void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
-	CreatureID getCreature() const;
+	CreatureID getCreatureID() const;
+	const CCreature * getCreature() const;
 
 	//stack formation depends on position,
 	bool containsUpgradedStack() const;

+ 1 - 1
lib/mapObjects/CGDwelling.cpp

@@ -93,7 +93,7 @@ FactionID CGDwelling::randomizeFaction(vstd::RNG & rand)
 
 		assert(linkedTown->ID == Obj::TOWN);
 		if(linkedTown->ID==Obj::TOWN)
-			return linkedTown->getFaction();
+			return linkedTown->getFactionID();
 	}
 
 	if(!randomizationInfo->allowedFactions.empty())

+ 58 - 59
lib/mapObjects/CGHeroInstance.cpp

@@ -116,9 +116,9 @@ ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const Terrain
 	return static_cast<ui32>(ret);
 }
 
-FactionID CGHeroInstance::getFaction() const
+FactionID CGHeroInstance::getFactionID() const
 {
-	return FactionID(type->heroClass->faction);
+	return getHeroClass()->faction;
 }
 
 const IBonusBearer* CGHeroInstance::getBonusBearer() const
@@ -229,10 +229,10 @@ bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const
 	if (getSecSkillLevel(which) > 0)
 		return false;
 
-	if (type->heroClass->secSkillProbability.count(which) == 0)
+	if (getHeroClass()->secSkillProbability.count(which) == 0)
 		return false;
 
-	if (type->heroClass->secSkillProbability.at(which) == 0)
+	if (getHeroClass()->secSkillProbability.at(which) == 0)
 		return false;
 
 	return true;
@@ -282,7 +282,6 @@ int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti)
 
 CGHeroInstance::CGHeroInstance(IGameCallback * cb)
 	: CArmedInstance(cb),
-	type(nullptr),
 	tacticFormationEnabled(false),
 	inTownGarrison(false),
 	moveDir(4),
@@ -303,14 +302,30 @@ PlayerColor CGHeroInstance::getOwner() const
 	return tempOwner;
 }
 
-HeroTypeID CGHeroInstance::getHeroType() const
+const CHeroClass * CGHeroInstance::getHeroClass() const
 {
+	return getHeroType()->heroClass;
+}
+
+HeroClassID CGHeroInstance::getHeroClassID() const
+{
+	return getHeroType()->heroClass->getId();
+}
+
+const CHero * CGHeroInstance::getHeroType() const
+{
+	return getHeroTypeID().toHeroType();
+}
+
+HeroTypeID CGHeroInstance::getHeroTypeID() const
+{
+	if (ID == Obj::RANDOM_HERO)
+		return HeroTypeID::NONE;
 	return HeroTypeID(getObjTypeIndex().getNum());
 }
 
 void CGHeroInstance::setHeroType(HeroTypeID heroType)
 {
-	assert(type == nullptr);
 	subID = heroType;
 }
 
@@ -323,16 +338,14 @@ void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
 void CGHeroInstance::initHero(vstd::RNG & rand)
 {
 	assert(validTypes(true));
-	if(!type)
-		type = getHeroType().toHeroType();
-
+	
 	if (ID == Obj::HERO)
-		appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
+		appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex())->getTemplates().front();
 
 	if(!vstd::contains(spells, SpellID::PRESET))
 	{
 		// hero starts with default spells
-		for(const auto & spellID : type->spells)
+		for(const auto & spellID : getHeroType()->spells)
 			spells.insert(spellID);
 	}
 	else //remove placeholder
@@ -341,7 +354,7 @@ void CGHeroInstance::initHero(vstd::RNG & rand)
 	if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
 	{
 		// hero starts with default spellbook presence status
-		if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
+		if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook)
 		{
 			auto artifact = ArtifactUtils::createArtifact(ArtifactID::SPELLBOOK);
 			putArtifact(ArtifactPosition::SPELLBOOK, artifact);
@@ -360,14 +373,14 @@ void CGHeroInstance::initHero(vstd::RNG & rand)
 	{
 		for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
 		{
-			pushPrimSkill(static_cast<PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
+			pushPrimSkill(static_cast<PrimarySkill>(g), getHeroClass()->primarySkillInitial[g]);
 		}
 	}
 	if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
-		secSkills = type->secSkillsInit;
+		secSkills = getHeroType()->secSkillsInit;
 
 	if (gender == EHeroGender::DEFAULT)
-		gender = type->gender;
+		gender = getHeroType()->gender;
 
 	setFormation(EArmyFormation::LOOSE);
 	if (!stacksCount()) //standard army//initial army
@@ -403,9 +416,9 @@ void CGHeroInstance::initHero(vstd::RNG & rand)
 		addNewBonus(bonus);
 	}
 
-	if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && type->heroClass->commander.hasValue())
+	if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && getHeroClass()->commander.hasValue())
 	{
-		commander = new CCommanderInstance(type->heroClass->commander);
+		commander = new CCommanderInstance(getHeroClass()->commander);
 		commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
 		commander->giveStackExp (exp); //after our exp is set
 	}
@@ -413,7 +426,7 @@ void CGHeroInstance::initHero(vstd::RNG & rand)
 	skillsInfo = SecondarySkillsInfo();
 
 	//copy active (probably growing) bonuses from hero prototype to hero object
-	for(const std::shared_ptr<Bonus> & b : type->specialty)
+	for(const std::shared_ptr<Bonus> & b : getHeroType()->specialty)
 		addNewBonus(b);
 
 	//initialize bonuses
@@ -433,14 +446,14 @@ void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst)
 	auto stacksCountChances = cb->getSettings().getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES);
 	int stacksCountInitRandomNumber = rand.nextInt(1, 100);
 
-	size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size());
+	size_t maxStacksCount = std::min(stacksCountChances.size(), getHeroType()->initialArmy.size());
 
 	for(int stackNo=0; stackNo < maxStacksCount; stackNo++)
 	{
 		if (stacksCountInitRandomNumber > stacksCountChances[stackNo])
 			continue;
 
-		auto & stack = type->initialArmy[stackNo];
+		auto & stack = getHeroType()->initialArmy[stackNo];
 
 		int count = rand.nextInt(stack.minAmount, stack.maxAmount);
 
@@ -588,11 +601,11 @@ std::string CGHeroInstance::getMovementPointsTextIfOwner(PlayerColor player) con
 
 ui8 CGHeroInstance::maxlevelsToMagicSchool() const
 {
-	return type->heroClass->isMagicHero() ? 3 : 4;
+	return getHeroClass()->isMagicHero() ? 3 : 4;
 }
 ui8 CGHeroInstance::maxlevelsToWisdom() const
 {
-	return type->heroClass->isMagicHero() ? 3 : 6;
+	return getHeroClass()->isMagicHero() ? 3 : 6;
 }
 
 CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo():
@@ -617,11 +630,8 @@ void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
 	{
 		ID = Obj::HERO;
 		subID = cb->gameState()->pickNextHeroType(getOwner());
-		type = getHeroType().toHeroType();
-		randomizeArmy(type->heroClass->faction);
+		randomizeArmy(getHeroClass()->faction);
 	}
-	else
-		type = getHeroType().toHeroType();
 
 	auto oldSubID = subID;
 
@@ -629,7 +639,7 @@ void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
 	// after setType subID used to store unique hero identify id. Check issue 2277 for details
 	// exclude prisons which should use appearance as set in map, via map editor or RMG
 	if (ID != Obj::PRISON)
-		setType(ID, type->heroClass->getIndex());
+		setType(ID, getHeroClass()->getIndex());
 
 	this->subID = oldSubID;
 }
@@ -1064,7 +1074,7 @@ si32 CGHeroInstance::getManaNewTurn() const
 
 BoatId CGHeroInstance::getBoatType() const
 {
-	return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType());
+	return BoatId(VLC->townh->getById(getHeroClass()->faction)->getBoatType());
 }
 
 void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
@@ -1103,7 +1113,7 @@ void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
 
 EAlignment CGHeroInstance::getAlignment() const
 {
-	return type->heroClass->getAlignment();
+	return getHeroClass()->getAlignment();
 }
 
 void CGHeroInstance::initExp(vstd::RNG & rand)
@@ -1127,12 +1137,12 @@ HeroTypeID CGHeroInstance::getPortraitSource() const
 	if (customPortraitSource.isValid())
 		return customPortraitSource;
 	else
-		return getHeroType();
+		return getHeroTypeID();
 }
 
 int32_t CGHeroInstance::getIconIndex() const
 {
-	return VLC->heroTypes()->getById(getPortraitSource())->getIconIndex();
+	return getPortraitSource().toEntity(VLC)->getIconIndex();
 }
 
 std::string CGHeroInstance::getNameTranslated() const
@@ -1149,15 +1159,15 @@ std::string CGHeroInstance::getClassNameTextID() const
 {
 	if (isCampaignGem())
 		return "core.genrltxt.735";
-	return type->heroClass->getNameTextID();
+	return getHeroClass()->getNameTextID();
 }
 
 std::string CGHeroInstance::getNameTextID() const
 {
 	if (!nameCustomTextId.empty())
 		return nameCustomTextId;
-	if (type)
-		return type->getNameTextID();
+	if (getHeroTypeID().hasValue())
+		return getHeroType()->getNameTextID();
 
 	// FIXME: called by logging from some specialties (mods?) before type is set on deserialization
 	// assert(0);
@@ -1173,8 +1183,8 @@ std::string CGHeroInstance::getBiographyTextID() const
 {
 	if (!biographyCustomTextId.empty())
 		return biographyCustomTextId;
-	if (type)
-		return type->getBiographyTextID();
+	if (getHeroTypeID().hasValue())
+		return getHeroType()->getBiographyTextID();
 	
 	return ""; //for random hero
 }
@@ -1372,11 +1382,11 @@ std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills(vs
 		SecondarySkill selection;
 
 		if (selectWisdom)
-			selection = type->heroClass->chooseSecSkill(intersect(options, wisdomList), rand);
+			selection = getHeroClass()->chooseSecSkill(intersect(options, wisdomList), rand);
 		else if (selectSchool)
-			selection = type->heroClass->chooseSecSkill(intersect(options, schoolList), rand);
+			selection = getHeroClass()->chooseSecSkill(intersect(options, schoolList), rand);
 		else
-			selection = type->heroClass->chooseSecSkill(options, rand);
+			selection = getHeroClass()->chooseSecSkill(options, rand);
 
 		skills.push_back(selection);
 		options.erase(selection);
@@ -1407,7 +1417,7 @@ PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const
 {
 	assert(gainsLevel());
 	const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL;
-	const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
+	const auto & skillChances = isLowLevelHero ? getHeroClass()->primarySkillLowLevel : getHeroClass()->primarySkillHighLevel;
 
 	if (isCampaignYog())
 	{
@@ -1537,35 +1547,25 @@ bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID
 	if (visionsMultiplier > 0)
 		vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
 
-	const int distance = static_cast<int>(target->pos.dist2d(visitablePos()));
+	const int distance = static_cast<int>(target->anchorPos().dist2d(visitablePos()));
 
 	//logGlobal->debug(boost::str(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
 
-	return (distance < visionsRange) && (target->pos.z == pos.z);
+	return (distance < visionsRange) && (target->anchorPos().z == anchorPos().z);
 }
 
 std::string CGHeroInstance::getHeroTypeName() const
 {
 	if(ID == Obj::HERO || ID == Obj::PRISON)
-	{
-		if(type)
-		{
-			return type->getJsonKey();
-		}
-		else
-		{
-			return getHeroType().toEntity(VLC)->getJsonKey();
-		}
-	}
+		return getHeroType()->getJsonKey();
+
 	return "";
 }
 
 void CGHeroInstance::afterAddToMap(CMap * map)
 {
 	if(ID != Obj::PRISON)
-	{		
 		map->heroesOnMap.emplace_back(this);
-	}
 }
 void CGHeroInstance::afterRemoveFromMap(CMap* map)
 {
@@ -1752,8 +1752,7 @@ void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
 		if(!appearance)
 		{
 			// crossoverDeserialize
-			type = getHeroType().toHeroType();
-			appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
+			appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front();
 		}
 	}
 
@@ -1840,7 +1839,7 @@ bool CGHeroInstance::isCampaignYog() const
 	if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian"
 		return false;
 
-	if (getHeroType() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
+	if (getHeroTypeID() != HeroTypeID::SOLMYR) // Yog (based on Solmyr)
 		return false;
 
 	return true;
@@ -1858,7 +1857,7 @@ bool CGHeroInstance::isCampaignGem() const
 	if (!boost::starts_with(campaign, "DATA/GEM") &&  !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance"
 		return false;
 
-	if (getHeroType() != HeroTypeID::GEM) // Yog (based on Solmyr)
+	if (getHeroTypeID() != HeroTypeID::GEM) // Yog (based on Solmyr)
 		return false;
 
 	return true;

+ 11 - 4
lib/mapObjects/CGHeroInstance.h

@@ -72,7 +72,6 @@ public:
 
 	//////////////////////////////////////////////////////////////////////////
 
-	const CHero * type;
 	TExpType exp; //experience points
 	ui32 level; //current level of hero
 
@@ -171,7 +170,7 @@ public:
 	const IOwnableObject * asOwnable() const final;
 
 	//INativeTerrainProvider
-	FactionID getFaction() const override;
+	FactionID getFactionID() const override;
 	TerrainId getNativeTerrain() const override;
 	int getLowestCreatureSpeed() const;
 	si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
@@ -237,7 +236,11 @@ public:
 
 	//////////////////////////////////////////////////////////////////////////
 
-	HeroTypeID getHeroType() const;
+	const CHeroClass * getHeroClass() const;
+	HeroClassID getHeroClassID() const;
+
+	const CHero * getHeroType() const;
+	HeroTypeID getHeroTypeID() const;
 	void setHeroType(HeroTypeID type);
 
 	void initHero(vstd::RNG & rand);
@@ -354,7 +357,11 @@ public:
 		h & skillsInfo;
 		h & visitedTown;
 		h & boat;
-		h & type;
+		if (h.version < Handler::Version::REMOVE_TOWN_PTR)
+		{
+			CHero * type = nullptr;
+			h & type;
+		}
 		h & commander;
 		h & visitedObjects;
 		BONUS_TREE_DESERIALIZATION_FIX

+ 17 - 20
lib/mapObjects/CGObjectInstance.cpp

@@ -54,14 +54,14 @@ MapObjectSubID CGObjectInstance::getObjTypeIndex() const
 	return subID;
 }
 
-int3 CGObjectInstance::getPosition() const
+int3 CGObjectInstance::anchorPos() const
 {
 	return pos;
 }
 
 int3 CGObjectInstance::getTopVisiblePos() const
 {
-	return pos - appearance->getTopVisibleOffset();
+	return anchorPos() - appearance->getTopVisibleOffset();
 }
 
 void CGObjectInstance::setOwner(const PlayerColor & ow)
@@ -69,6 +69,11 @@ void CGObjectInstance::setOwner(const PlayerColor & ow)
 	tempOwner = ow;
 }
 
+void CGObjectInstance::setAnchorPos(int3 newPos)
+{
+	pos = newPos;
+}
+
 int CGObjectInstance::getWidth() const
 {
 	return appearance->getWidth();
@@ -79,32 +84,19 @@ int CGObjectInstance::getHeight() const
 	return appearance->getHeight();
 }
 
-bool CGObjectInstance::visitableAt(int x, int y) const
-{
-	return appearance->isVisitableAt(pos.x - x, pos.y - y);
-}
-bool CGObjectInstance::blockingAt(int x, int y) const
-{
-	return appearance->isBlockedAt(pos.x - x, pos.y - y);
-}
-
-bool CGObjectInstance::coveringAt(int x, int y) const
-{
-	return appearance->isVisibleAt(pos.x - x, pos.y - y);
-}
-
 bool CGObjectInstance::visitableAt(const int3 & testPos) const
 {
-	return pos.z == testPos.z && appearance->isVisitableAt(pos.x - testPos.x, pos.y - testPos.y);
+	return anchorPos().z == testPos.z && appearance->isVisitableAt(anchorPos().x - testPos.x, anchorPos().y - testPos.y);
 }
+
 bool CGObjectInstance::blockingAt(const int3 & testPos) const
 {
-	return pos.z == testPos.z && appearance->isBlockedAt(pos.x - testPos.x, pos.y - testPos.y);
+	return anchorPos().z == testPos.z && appearance->isBlockedAt(anchorPos().x - testPos.x, anchorPos().y - testPos.y);
 }
 
 bool CGObjectInstance::coveringAt(const int3 & testPos) const
 {
-	return pos.z == testPos.z && appearance->isVisibleAt(pos.x - testPos.x, pos.y - testPos.y);
+	return anchorPos().z == testPos.z && appearance->isVisibleAt(anchorPos().x - testPos.x, anchorPos().y - testPos.y);
 }
 
 std::set<int3> CGObjectInstance::getBlockedPos() const
@@ -115,7 +107,7 @@ std::set<int3> CGObjectInstance::getBlockedPos() const
 		for(int h=0; h<getHeight(); ++h)
 		{
 			if(appearance->isBlockedAt(w, h))
-				ret.insert(int3(pos.x - w, pos.y - h, pos.z));
+				ret.insert(int3(anchorPos().x - w, anchorPos().y - h, anchorPos().z));
 		}
 	}
 	return ret;
@@ -215,6 +207,8 @@ int CGObjectInstance::getSightRadius() const
 
 int3 CGObjectInstance::getVisitableOffset() const
 {
+	if (!isVisitable())
+		throw std::runtime_error("Attempt to access visitable offset of a non-visitable object!");
 	return appearance->getVisitableOffset();
 }
 
@@ -313,6 +307,9 @@ void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
 
 int3 CGObjectInstance::visitablePos() const
 {
+	if (!isVisitable())
+		throw std::runtime_error("Attempt to access visitable position on a non-visitable object!");
+
 	return pos - getVisitableOffset();
 }
 

+ 8 - 9
lib/mapObjects/CGObjectInstance.h

@@ -28,8 +28,6 @@ using TObjectTypeHandler = std::shared_ptr<AObjectTypeHandler>;
 class DLL_LINKAGE CGObjectInstance : public IObjectInterface
 {
 public:
-	/// Position of bottom-right corner of object on map
-	int3 pos;
 	/// Type of object, e.g. town, hero, creature.
 	MapObjectID ID;
 	/// Subtype of object, depends on type
@@ -41,6 +39,9 @@ public:
 	/// Defines appearance of object on map (animation, blocked tiles, blit order, etc)
 	std::shared_ptr<const ObjectTemplate> appearance;
 
+	/// Position of bottom-right corner of object on map
+	int3 pos;
+
 	std::string instanceName;
 	std::string typeName;
 	std::string subTypeName;
@@ -62,21 +63,19 @@ public:
 		return this->tempOwner;
 	}
 	void setOwner(const PlayerColor & ow);
+	void setAnchorPos(int3 pos);
 
 	/** APPEARANCE ACCESSORS **/
 
 	int getWidth() const; //returns width of object graphic in tiles
 	int getHeight() const; //returns height of object graphic in tiles
 	int3 visitablePos() const override;
-	int3 getPosition() const override;
+	int3 anchorPos() const override;
 	int3 getTopVisiblePos() const;
-	bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
-	bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) (h3m pos)
-	bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) (h3m pos)
 
-	bool visitableAt(const int3 & pos) const; //returns true if object is visitable at location (x, y) (h3m pos)
-	bool blockingAt (const int3 & pos) const; //returns true if object is blocking location (x, y) (h3m pos)
-	bool coveringAt (const int3 & pos) const; //returns true if object covers with picture location (x, y) (h3m pos)
+	bool visitableAt(const int3 & pos) const; //returns true if object is visitable at location
+	bool blockingAt (const int3 & pos) const; //returns true if object is blocking location
+	bool coveringAt (const int3 & pos) const; //returns true if object covers with picture location
 
 	std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
 	const std::set<int3> & getBlockedOffsets() const; //returns set of relative positions blocked by this object

+ 59 - 63
lib/mapObjects/CGTownInstance.cpp

@@ -45,7 +45,7 @@ int CGTownInstance::getSightRadius() const //returns sight distance
 
 	for(const auto & bid : builtBuildings)
 	{
-		auto height = town->buildings.at(bid)->height;
+		auto height = getTown()->buildings.at(bid)->height;
 		if(ret < height)
 			ret = height;
 	}
@@ -115,7 +115,7 @@ int CGTownInstance::mageGuildLevel() const
 
 int CGTownInstance::getHordeLevel(const int & HID)  const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
 {
-	return town->hordeLvl.at(HID);
+	return getTown()->hordeLvl.at(HID);
 }
 
 int CGTownInstance::creatureGrowth(const int & level) const
@@ -127,7 +127,7 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
 {
 	GrowthInfo ret;
 
-	if (level<0 || level >=town->creatures.size())
+	if (level<0 || level >=getTown()->creatures.size())
 		return ret;
 	if (creatures[level].second.empty())
 		return ret; //no dwelling
@@ -151,11 +151,11 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
 	else if (hasBuilt(BuildingID::CITADEL))
 		ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2);
 
-	if(town->hordeLvl.at(0) == level)//horde 1
+	if(getTown()->hordeLvl.at(0) == level)//horde 1
 		if(hasBuilt(BuildingID::HORDE_1))
 			ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());
 
-	if(town->hordeLvl.at(1) == level)//horde 2
+	if(getTown()->hordeLvl.at(1) == level)//horde 2
 		if(hasBuilt(BuildingID::HORDE_2))
 			ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());
 
@@ -209,11 +209,11 @@ int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds,
 TResources CGTownInstance::dailyIncome() const
 {
 	TResources ret;
-	for(const auto & p : town->buildings)
+	for(const auto & p : getTown()->buildings)
 	{
 		BuildingID buildingUpgrade;
 
-		for(const auto & p2 : town->buildings)
+		for(const auto & p2 : getTown()->buildings)
 		{
 			if (p2.second->upgrade == p.first)
 			{
@@ -251,10 +251,10 @@ bool CGTownInstance::hasCapitol() const
 
 TownFortifications CGTownInstance::fortificationsLevel() const
 {
-	auto result = town->fortifications;
+	auto result = getTown()->fortifications;
 
 	for (auto const	& buildingID : builtBuildings)
-		result += town->buildings.at(buildingID)->fortifications;
+		result += getTown()->buildings.at(buildingID)->fortifications;
 
 	if (result.wallsHealth == 0)
 		return TownFortifications();
@@ -264,7 +264,6 @@ TownFortifications CGTownInstance::fortificationsLevel() const
 
 CGTownInstance::CGTownInstance(IGameCallback *cb):
 	CGDwelling(cb),
-	town(nullptr),
 	built(0),
 	destroyed(0),
 	identifier(0),
@@ -379,17 +378,17 @@ void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
 
 std::string CGTownInstance::getObjectName() const
 {
-	return getNameTranslated() + ", " + town->faction->getNameTranslated();
+	return getNameTranslated() + ", " + getTown()->faction->getNameTranslated();
 }
 
 bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
 {
-	return town->getBuildingType(subId) != BuildingID::NONE;
+	return getTown()->getBuildingType(subId) != BuildingID::NONE;
 }
 
 void CGTownInstance::initializeConfigurableBuildings(vstd::RNG & rand)
 {
-	for(const auto & kvp : town->buildings)
+	for(const auto & kvp : getTown()->buildings)
 	{
 		if(!kvp.second->rewardableObjectInfo.getParameters().isNull())
 			rewardableBuildings[kvp.first] = new TownRewardableBuildingInstance(this, kvp.second->bid, rand);
@@ -457,8 +456,7 @@ void CGTownInstance::pickRandomObject(vstd::RNG & rand)
 
 	assert(ID == Obj::TOWN); // just in case
 	setType(ID, subID);
-	town = (*VLC->townh)[getFaction()]->town;
-	randomizeArmy(getFaction());
+	randomizeArmy(getFactionID());
 	updateAppearance();
 }
 
@@ -467,19 +465,19 @@ void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures
 	blockVisit = true;
 
 	if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
-		creatures.resize(town->creatures.size() + 1);
+		creatures.resize(getTown()->creatures.size() + 1);
 	else
-		creatures.resize(town->creatures.size());
+		creatures.resize(getTown()->creatures.size());
 
-	for (int level = 0; level < town->creatures.size(); level++)
+	for (int level = 0; level < getTown()->creatures.size(); level++)
 	{
 		BuildingID buildID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
 		int upgradeNum = 0;
 
-		for (; town->buildings.count(buildID); upgradeNum++, BuildingID::advanceDwelling(buildID))
+		for (; getTown()->buildings.count(buildID); upgradeNum++, BuildingID::advanceDwelling(buildID))
 		{
-			if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
-				creatures[level].second.push_back(town->creatures[level][upgradeNum]);
+			if (hasBuilt(buildID) && getTown()->creatures.at(level).size() > upgradeNum)
+				creatures[level].second.push_back(getTown()->creatures[level][upgradeNum]);
 		}
 	}
 	initializeConfigurableBuildings(rand);
@@ -623,9 +621,9 @@ void CGTownInstance::removeCapitols(const PlayerColor & owner) const
 	if (hasCapitol()) // search if there's an older capitol
 	{
 		PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player
-		for (const auto & town : state->getTowns())
+		for (const auto & otherTown : state->getTowns())
 		{
-			if (town != this && town->hasCapitol())
+			if (otherTown != this && otherTown->hasCapitol())
 			{
 				RazeStructures rs;
 				rs.tid = id;
@@ -648,7 +646,7 @@ void CGTownInstance::clearArmy() const
 
 BoatId CGTownInstance::getBoatType() const
 {
-	return town->faction->boatType;
+	return getTown()->faction->boatType;
 }
 
 int CGTownInstance::getMarketEfficiency() const
@@ -703,7 +701,7 @@ void CGTownInstance::updateAppearance()
 
 std::string CGTownInstance::nodeName() const
 {
-	return "Town (" + (town ? town->faction->getNameTranslated() : "unknown") + ") of " + getNameTranslated();
+	return "Town (" + getTown()->faction->getNameTranslated() + ") of " + getNameTranslated();
 }
 
 void CGTownInstance::deserializationFix()
@@ -752,7 +750,7 @@ void CGTownInstance::recreateBuildingsBonuses()
 
 		for(const auto & upgradeID : builtBuildings)
 		{
-			const auto & upgrade = town->buildings.at(upgradeID);
+			const auto & upgrade = getTown()->buildings.at(upgradeID);
 			if (upgrade->getBase() == bid && upgrade->upgradeReplacesBonuses)
 				bonusesReplacedByUpgrade = true;
 		}
@@ -761,7 +759,7 @@ void CGTownInstance::recreateBuildingsBonuses()
 		if (bonusesReplacedByUpgrade)
 			continue;
 
-		auto building = town->buildings.at(bid);
+		auto building = getTown()->buildings.at(bid);
 
 		if(building->buildingBonuses.empty())
 			continue;
@@ -828,21 +826,6 @@ bool CGTownInstance::armedGarrison() const
 	return !stacks.empty() || garrisonHero;
 }
 
-const CTown * CGTownInstance::getTown() const
-{
-    if(ID == Obj::RANDOM_TOWN)
-		return VLC->townh->randomTown;
-	else
-	{
-		if(nullptr == town)
-		{
-			return (*VLC->townh)[getFaction()]->town;
-		}
-		else
-			return town;
-	}
-}
-
 int CGTownInstance::getTownLevel() const
 {
 	// count all buildings that are not upgrades
@@ -850,7 +833,7 @@ int CGTownInstance::getTownLevel() const
 
 	for(const auto & bid : builtBuildings)
 	{
-		if(town->buildings.at(bid)->upgrade == BuildingID::NONE)
+		if(getTown()->buildings.at(bid)->upgrade == BuildingID::NONE)
 			level++;
 	}
 	return level;
@@ -892,7 +875,7 @@ bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
 {
 	for(const auto & bid : builtBuildings)
 	{
-		if(town->buildings.at(bid)->subId == buildingID)
+		if(getTown()->buildings.at(bid)->subId == buildingID)
 			return true;
 	}
 	return false;
@@ -905,7 +888,7 @@ bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const
 
 bool CGTownInstance::hasBuilt(const BuildingID & buildingID, FactionID townID) const
 {
-	if (townID == town->faction->getId() || townID == FactionID::ANY)
+	if (townID == getTown()->faction->getId() || townID == FactionID::ANY)
 		return hasBuilt(buildingID);
 	return false;
 }
@@ -923,7 +906,7 @@ std::set<EMarketMode> CGTownInstance::availableModes() const
 	std::set<EMarketMode> result;
 	for (const auto & buildingID : builtBuildings)
 	{
-		const auto * buildingPtr = town->buildings.at(buildingID).get();
+		const auto * buildingPtr = getTown()->buildings.at(buildingID).get();
 		result.insert(buildingPtr->marketModes.begin(), buildingPtr->marketModes.end());
 	}
 
@@ -950,11 +933,11 @@ std::set<BuildingID> CGTownInstance::getBuildings() const
 
 TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const
 {
-	if (vstd::contains(town->buildings, buildingID))
-		return town->buildings.at(buildingID)->resources;
+	if (vstd::contains(getTown()->buildings, buildingID))
+		return getTown()->buildings.at(buildingID)->resources;
 	else
 	{
-		logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), pos.toString(), buildingID.toEnum());
+		logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), anchorPos().toString(), buildingID.toEnum());
 		return TResources();
 	}
 
@@ -962,7 +945,7 @@ TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const
 
 CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const
 {
-	const CBuilding * building = town->buildings.at(buildID);
+	const CBuilding * building = getTown()->buildings.at(buildID);
 
 	//TODO: find better solution to prevent infinite loops
 	std::set<BuildingID> processed;
@@ -970,13 +953,13 @@ CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID &
 	std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
 	[&](const BuildingID & id) -> CBuilding::TRequired::Variant
 	{
-		if (town->buildings.count(id) == 0)
+		if (getTown()->buildings.count(id) == 0)
 		{
 			logMod->error("Invalid building ID %d in building dependencies!", id.getNum());
 			return CBuilding::TRequired::OperatorAll();
 		}
 
-		const CBuilding * build = town->buildings.at(id);
+		const CBuilding * build = getTown()->buildings.at(id);
 		CBuilding::TRequired::OperatorAll requirements;
 
 		if (!hasBuilt(id))
@@ -1001,7 +984,7 @@ CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID &
 	CBuilding::TRequired::OperatorAll requirements;
 	if (building->upgrade != BuildingID::NONE)
 	{
-		const CBuilding * upgr = town->buildings.at(building->upgrade);
+		const CBuilding * upgr = getTown()->buildings.at(building->upgrade);
 
 		requirements.expressions.push_back(dependTest(upgr->bid));
 		processed.clear();
@@ -1151,14 +1134,27 @@ void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
 	}
 }
 
-FactionID CGTownInstance::getFaction() const
+const CFaction * CGTownInstance::getFaction() const
+{
+	return getFactionID().toFaction();
+}
+
+const CTown * CGTownInstance::getTown() const
+{
+	if(ID == Obj::RANDOM_TOWN)
+		return VLC->townh->randomTown;
+
+	return getFaction()->town;
+}
+
+FactionID CGTownInstance::getFactionID() const
 {
-	return  FactionID(subID.getNum());
+	return FactionID(subID.getNum());
 }
 
 TerrainId CGTownInstance::getNativeTerrain() const
 {
-	return town->faction->getNativeTerrain();
+	return getTown()->faction->getNativeTerrain();
 }
 
 ArtifactID CGTownInstance::getWarMachineInBuilding(BuildingID building) const
@@ -1166,21 +1162,21 @@ ArtifactID CGTownInstance::getWarMachineInBuilding(BuildingID building) const
 	if (builtBuildings.count(building) == 0)
 		return ArtifactID::NONE;
 
-	if (building == BuildingID::BLACKSMITH && town->warMachineDeprecated.hasValue())
-		return town->warMachineDeprecated.toCreature()->warMachine;
+	if (building == BuildingID::BLACKSMITH && getTown()->warMachineDeprecated.hasValue())
+		return getTown()->warMachineDeprecated.toCreature()->warMachine;
 
-	return town->buildings.at(building)->warMachine;
+	return getTown()->buildings.at(building)->warMachine;
 }
 
 bool CGTownInstance::isWarMachineAvailable(ArtifactID warMachine) const
 {
 	for (auto const & buildingID : builtBuildings)
-		if (town->buildings.at(buildingID)->warMachine == warMachine)
+		if (getTown()->buildings.at(buildingID)->warMachine == warMachine)
 			return true;
 
 	if (builtBuildings.count(BuildingID::BLACKSMITH) &&
-	   town->warMachineDeprecated.hasValue() &&
-	   town->warMachineDeprecated.toCreature()->warMachine == warMachine)
+	   getTown()->warMachineDeprecated.hasValue() &&
+	   getTown()->warMachineDeprecated.toCreature()->warMachine == warMachine)
 		return true;
 
 	return false;
@@ -1200,7 +1196,7 @@ GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): co
 {
 	MetaString formatter;
 	formatter.appendRawString("%s %+d");
-	formatter.replaceRawString((*VLC->townh)[subID]->town->buildings.at(building)->getNameTranslated());
+	formatter.replaceRawString(FactionID(subID).toFaction()->town->buildings.at(building)->getNameTranslated());
 	formatter.replacePositiveNumber(count);
 
 	description = formatter.toString();

+ 17 - 13
lib/mapObjects/CGTownInstance.h

@@ -50,18 +50,16 @@ struct DLL_LINKAGE GrowthInfo
 
 class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket, public INativeTerrainProvider, public ICreatureUpgrader
 {
+	friend class CTownInstanceConstructor;
 	std::string nameTextId; // name of town
 
 	std::map<BuildingID, TownRewardableBuildingInstance*> convertOldBuildings(std::vector<TownRewardableBuildingInstance*> oldVector);
 	std::set<BuildingID> builtBuildings;
 
 public:
-	using CGDwelling::getPosition;
-
 	enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
 
 	CTownAndVisitingHero townAndVis;
-	const CTown * town;
 	si32 built; //how many buildings has been built this turn
 	si32 destroyed; //how many buildings has been destroyed this turn
 	ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
@@ -114,16 +112,21 @@ public:
 			rewardableBuildings = convertOldBuildings(oldVector);
 		}
 
-		if (h.saving)
-		{
-			CFaction * faction = town ? town->faction : nullptr;
-			h & faction;
-		}
-		else
+		if (h.version < Handler::Version::REMOVE_TOWN_PTR)
 		{
-			CFaction * faction = nullptr;
-			h & faction;
-			town = faction ? faction->town : nullptr;
+			CTown * town = nullptr;
+
+			if (h.saving)
+			{
+				CFaction * faction = town ? town->faction : nullptr;
+				h & faction;
+			}
+			else
+			{
+				CFaction * faction = nullptr;
+				h & faction;
+				town = faction ? faction->town : nullptr;
+			}
 		}
 
 		h & townAndVis;
@@ -215,9 +218,10 @@ public:
 	DamageRange getKeepDamageRange() const;
 
 	const CTown * getTown() const;
+	const CFaction * getFaction() const;
 
 	/// INativeTerrainProvider
-	FactionID getFaction() const override;
+	FactionID getFactionID() const override;
 	TerrainId getNativeTerrain() const override;
 
 	/// Returns ID of war machine that is produced by specified building or NONE if this is not built or if building does not produce war machines

+ 2 - 2
lib/mapObjects/CQuest.cpp

@@ -431,7 +431,7 @@ void CGSeerHut::setObjToKill()
 	
 	if(getCreatureToKill(true))
 	{
-		quest->stackToKill = getCreatureToKill(false)->getCreature();
+		quest->stackToKill = getCreatureToKill(false)->getCreatureID();
 		assert(quest->stackToKill != CreatureID::NONE);
 		quest->stackDirection = checkDirection();
 	}
@@ -614,7 +614,7 @@ void CGSeerHut::onHeroVisit(const CGHeroInstance * h) const
 
 int CGSeerHut::checkDirection() const
 {
-	int3 cord = getCreatureToKill(false)->pos;
+	int3 cord = getCreatureToKill(false)->visitablePos();
 	if(static_cast<double>(cord.x) / static_cast<double>(cb->getMapSize().x) < 0.34) //north
 	{
 		if(static_cast<double>(cord.y) / static_cast<double>(cb->getMapSize().y) < 0.34) //northwest

+ 1 - 1
lib/mapObjects/IObjectInterface.cpp

@@ -145,7 +145,7 @@ void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visit
 			out.appendLocalString(EMetaText::ADVOB_TXT, 189);
 		break;
 	case NO_WATER:
-		logGlobal->error("Shipyard without water at tile %s! ", getObject()->getPosition().toString());
+		logGlobal->error("Shipyard without water at tile %s! ", getObject()->anchorPos().toString());
 		return;
 	}
 }

+ 1 - 1
lib/mapObjects/IObjectInterface.h

@@ -47,7 +47,7 @@ public:
 
 	virtual PlayerColor getOwner() const = 0;
 	virtual int3 visitablePos() const = 0;
-	virtual int3 getPosition() const = 0;
+	virtual int3 anchorPos() const = 0;
 
 	virtual void onHeroVisit(const CGHeroInstance * h) const;
 	virtual void onHeroLeave(const CGHeroInstance * h) const;

+ 8 - 8
lib/mapObjects/MiscObjects.cpp

@@ -111,7 +111,7 @@ void CGMine::initObj(vstd::RNG & rand)
 		}
 		else
 		{
-			logGlobal->error("Abandoned mine at (%s) has no valid resource candidates!", pos.toString());
+			logGlobal->error("Abandoned mine at (%s) has no valid resource candidates!", anchorPos().toString());
 			producedResource = GameResID::GOLD;
 		}
 	}
@@ -510,11 +510,11 @@ void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const
 
 		if(cb->isTeleportChannelImpassable(channel))
 		{
-			logGlobal->debug("Cannot find corresponding exit monolith for %d at %s", id.getNum(), pos.toString());
+			logGlobal->debug("Cannot find corresponding exit monolith for %d at %s", id.getNum(), anchorPos().toString());
 			td.impassable = true;
 		}
 		else if(getRandomExit(h) == ObjectInstanceID())
-			logGlobal->debug("All exits blocked for monolith %d at %s", id.getNum(), pos.toString());
+			logGlobal->debug("All exits blocked for monolith %d at %s", id.getNum(), anchorPos().toString());
 	}
 	else
 		h->showInfoDialog(70);
@@ -574,7 +574,7 @@ void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const
 	if(cb->isTeleportChannelImpassable(channel))
 	{
 		h->showInfoDialog(153);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.
-		logGlobal->debug("Cannot find exit subterranean gate for  %d at %s", id.getNum(), pos.toString());
+		logGlobal->debug("Cannot find exit subterranean gate for  %d at %s", id.getNum(), anchorPos().toString());
 		td.impassable = true;
 	}
 	else
@@ -657,11 +657,11 @@ void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const
 	TeleportDialog td(h->id, channel);
 	if(cb->isTeleportChannelImpassable(channel))
 	{
-		logGlobal->debug("Cannot find exit whirlpool for %d at %s", id.getNum(), pos.toString());
+		logGlobal->debug("Cannot find exit whirlpool for %d at %s", id.getNum(), anchorPos().toString());
 		td.impassable = true;
 	}
 	else if(getRandomExit(h) == ObjectInstanceID())
-		logGlobal->debug("All exits are blocked for whirlpool  %d at %s", id.getNum(), pos.toString());
+		logGlobal->debug("All exits are blocked for whirlpool  %d at %s", id.getNum(), anchorPos().toString());
 
 	if(!isProtected(h))
 	{
@@ -1086,9 +1086,9 @@ void CGMagi::onHeroVisit(const CGHeroInstance * h) const
 
 			for(const auto & eye : eyes)
 			{
-				cb->getTilesInRange (fw.tiles, eye->pos, 10, ETileVisibility::HIDDEN, h->tempOwner);
+				cb->getTilesInRange (fw.tiles, eye->visitablePos(), 10, ETileVisibility::HIDDEN, h->tempOwner);
 				cb->sendAndApply(fw);
-				cv.pos = eye->pos;
+				cv.pos = eye->visitablePos();
 
 				cb->sendAndApply(cv);
 			}

+ 4 - 4
lib/mapObjects/TownBuildingInstance.cpp

@@ -56,9 +56,9 @@ int3 TownBuildingInstance::visitablePos() const
 	return town->visitablePos();
 }
 
-int3 TownBuildingInstance::getPosition() const
+int3 TownBuildingInstance::anchorPos() const
 {
-	return town->getPosition();
+	return town->anchorPos();
 }
 
 TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb)
@@ -73,14 +73,14 @@ TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance *
 
 void TownRewardableBuildingInstance::initObj(vstd::RNG & rand)
 {
-	assert(town && town->town);
+	assert(town && town->getTown());
 	configuration = generateConfiguration(rand);
 }
 
 Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
 {
 	Rewardable::Configuration result;
-	auto building = town->town->buildings.at(getBuildingType());
+	auto building = town->getTown()->buildings.at(getBuildingType());
 
 	building->rewardableObjectInfo.configureObject(result, rand, cb);
 	for(auto & rewardInfo : result.info)

+ 1 - 1
lib/mapObjects/TownBuildingInstance.h

@@ -38,7 +38,7 @@ public:
 	const IOwnableObject * asOwnable() const override;
 
 	int3 visitablePos() const override;
-	int3 getPosition() const override;
+	int3 anchorPos() const override;
 
 	template <typename Handler> void serialize(Handler &h)
 	{

+ 15 - 15
lib/mapping/CMap.cpp

@@ -232,22 +232,22 @@ CMap::~CMap()
 
 void CMap::removeBlockVisTiles(CGObjectInstance * obj, bool total)
 {
-	const int zVal = obj->pos.z;
+	const int zVal = obj->anchorPos().z;
 	for(int fx = 0; fx < obj->getWidth(); ++fx)
 	{
-		int xVal = obj->pos.x - fx;
+		int xVal = obj->anchorPos().x - fx;
 		for(int fy = 0; fy < obj->getHeight(); ++fy)
 		{
-			int yVal = obj->pos.y - fy;
+			int yVal = obj->anchorPos().y - fy;
 			if(xVal>=0 && xVal < width && yVal>=0 && yVal < height)
 			{
 				TerrainTile & curt = terrain[zVal][xVal][yVal];
-				if(total || obj->visitableAt(xVal, yVal))
+				if(total || obj->visitableAt(int3(xVal, yVal, zVal)))
 				{
 					curt.visitableObjects -= obj;
 					curt.visitable = curt.visitableObjects.size();
 				}
-				if(total || obj->blockingAt(xVal, yVal))
+				if(total || obj->blockingAt(int3(xVal, yVal, zVal)))
 				{
 					curt.blockingObjects -= obj;
 					curt.blocked = curt.blockingObjects.size();
@@ -259,22 +259,22 @@ void CMap::removeBlockVisTiles(CGObjectInstance * obj, bool total)
 
 void CMap::addBlockVisTiles(CGObjectInstance * obj)
 {
-	const int zVal = obj->pos.z;
+	const int zVal = obj->anchorPos().z;
 	for(int fx = 0; fx < obj->getWidth(); ++fx)
 	{
-		int xVal = obj->pos.x - fx;
+		int xVal = obj->anchorPos().x - fx;
 		for(int fy = 0; fy < obj->getHeight(); ++fy)
 		{
-			int yVal = obj->pos.y - fy;
+			int yVal = obj->anchorPos().y - fy;
 			if(xVal>=0 && xVal < width && yVal >= 0 && yVal < height)
 			{
 				TerrainTile & curt = terrain[zVal][xVal][yVal];
-				if(obj->visitableAt(xVal, yVal))
+				if(obj->visitableAt(int3(xVal, yVal, zVal)))
 				{
 					curt.visitableObjects.push_back(obj);
 					curt.visitable = true;
 				}
-				if(obj->blockingAt(xVal, yVal))
+				if(obj->blockingAt(int3(xVal, yVal, zVal)))
 				{
 					curt.blockingObjects.push_back(obj);
 					curt.blocked = true;
@@ -302,7 +302,7 @@ void CMap::calculateGuardingGreaturePositions()
 CGHeroInstance * CMap::getHero(HeroTypeID heroID)
 {
 	for(auto & elem : heroesOnMap)
-		if(elem->getHeroType() == heroID)
+		if(elem->getHeroTypeID() == heroID)
 			return elem;
 	return nullptr;
 }
@@ -444,14 +444,14 @@ const CGObjectInstance * CMap::getObjectiveObjectFrom(const int3 & pos, Obj type
 				bestMatch = object;
 			else
 			{
-				if (object->pos.dist2dSQ(pos) < bestMatch->pos.dist2dSQ(pos))
+				if (object->anchorPos().dist2dSQ(pos) < bestMatch->anchorPos().dist2dSQ(pos))
 					bestMatch = object;// closer than one we already found
 			}
 		}
 	}
 	assert(bestMatch != nullptr); // if this happens - victory conditions or map itself is very, very broken
 
-	logGlobal->error("Will use %s from %s", bestMatch->getObjectName(), bestMatch->pos.toString());
+	logGlobal->error("Will use %s from %s", bestMatch->getObjectName(), bestMatch->anchorPos().toString());
 	return bestMatch;
 }
 
@@ -635,7 +635,7 @@ void CMap::addNewObject(CGObjectInstance * obj)
 void CMap::moveObject(CGObjectInstance * obj, const int3 & pos)
 {
 	removeBlockVisTiles(obj);
-	obj->pos = pos;
+	obj->setAnchorPos(pos);
 	addBlockVisTiles(obj);
 }
 
@@ -803,7 +803,7 @@ void CMap::reindexObjects()
 		if (lhs->isRemovable() && !rhs->isRemovable())
 			return false;
 
-		return lhs->pos.y < rhs->pos.y;
+		return lhs->anchorPos().y < rhs->anchorPos().y;
 	});
 
 	// instanceNames don't change

+ 1 - 1
lib/mapping/CMapOperation.cpp

@@ -615,7 +615,7 @@ std::string CInsertObjectOperation::getLabel() const
 CMoveObjectOperation::CMoveObjectOperation(CMap* map, CGObjectInstance* obj, const int3& targetPosition)
 	: CMapOperation(map),
 	obj(obj),
-	initialPos(obj->pos),
+	initialPos(obj->anchorPos()),
 	targetPos(targetPosition)
 {
 }

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