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							- #pragma once
 
- #include "../lib/CCreatureSet.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "CArtHandler.h"
 
- #include "../lib/ConstTransitivePtr.h"
 
- #include "int3.h"
 
- #include "GameConstants.h"
 
- #include "ResourceSet.h"
 
- /*
 
-  * CObjectHandler.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- class CGameState;
 
- class CArtifactInstance;
 
- struct MetaString;
 
- struct BattleInfo;
 
- struct QuestInfo;
 
- class IGameCallback;
 
- struct BattleResult;
 
- class CCPPObjectScript;
 
- class CGObjectInstance;
 
- class CScript;
 
- class CObjectScript;
 
- class CGHeroInstance;
 
- class CTown;
 
- class CHero;
 
- class CBuilding;
 
- class CSpell;
 
- class CGTownInstance;
 
- class CGTownBuilding;
 
- class CArtifact;
 
- class CGDefInfo;
 
- class CSpecObjInfo;
 
- class CCastleEvent;
 
- struct TerrainTile;
 
- struct InfoWindow;
 
- struct Component;
 
- struct BankConfig;
 
- struct UpdateHerospecialty;
 
- struct NewArtifact;
 
- class CGBoat;
 
- class CArtifactSet;
 
- class CCommanderInstance;
 
- class DLL_LINKAGE CQuest
 
- {
 
- public:
 
- 	enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
 
- 		MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9, MISSION_KEYMASTER = 10};
 
- 	enum Eprogress {NOT_ACTIVE, IN_PROGRESS, COMPLETE};
 
- 	si32 qid; //unique quest id for serialization / identification
 
- 	Emission missionType;
 
- 	Eprogress progress;
 
- 	si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
 
- 	ui32 m13489val;
 
- 	std::vector<ui32> m2stats;
 
- 	std::vector<ui16> m5arts; //artifacts id
 
- 	std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
 
- 	std::vector<ui32> m7resources; //TODO: use resourceset?
 
- 	//following field are used only for kill creature/hero missions, the original objects became inaccessible after their removal, so we need to store info needed for messages / hover text
 
- 	ui8 textOption;
 
- 	CStackBasicDescriptor stackToKill;
 
- 	ui8 stackDirection;
 
- 	std::string heroName; //backup of hero name
 
- 	si32 heroPortrait;
 
- 	std::string firstVisitText, nextVisitText, completedText;
 
- 	bool isCustomFirst, isCustomNext, isCustomComplete;
 
- 	CQuest(){missionType = MISSION_NONE;}; //default constructor
 
- 	virtual ~CQuest(){};
 
- 	virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
 
- 	virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
 
- 	virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
 
- 	virtual void getRolloverText (MetaString &text, bool onHover) const; //hover or quest log entry
 
- 	virtual void completeQuest (const CGHeroInstance * h) const {};
 
- 	virtual void addReplacements(MetaString &out, const std::string &base) const;
 
- 	bool operator== (const CQuest & quest) const
 
- 	{
 
- 		return (quest.qid == qid);
 
- 	}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
 
- 			& textOption & stackToKill & stackDirection & heroName & heroPortrait
 
- 			& firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
 
- 	}
 
- };
 
- class DLL_LINKAGE IObjectInterface
 
- {
 
- public:
 
- 	static IGameCallback *cb;
 
- 	IObjectInterface();
 
- 	virtual ~IObjectInterface();
 
- 	virtual void onHeroVisit(const CGHeroInstance * h) const;
 
- 	virtual void onHeroLeave(const CGHeroInstance * h) const;
 
- 	virtual void newTurn() const;
 
- 	virtual void initObj(); //synchr
 
- 	virtual void setProperty(ui8 what, ui32 val);//synchr
 
- 	
 
- 	//Called when queries created DURING HERO VISIT are resolved
 
- 	//First parameter is always hero that visited object and triggered the query
 
- 	virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
 
- 	virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
 
- 	virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
 
- 	virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
 
- //unified interface, AI helpers
 
- 	virtual bool wasVisited (PlayerColor player) const;
 
- 	virtual bool wasVisited (const CGHeroInstance * h) const;
 
- 	static void preInit(); //called before objs receive their initObj
 
- 	static void postInit();//called after objs receive their initObj
 
- };
 
- class DLL_LINKAGE IBoatGenerator
 
- {
 
- public:
 
- 	const CGObjectInstance *o;
 
- 	IBoatGenerator(const CGObjectInstance *O);
 
- 	virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
 
- 	virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
 
- 	int3 bestLocation() const; //returns location when the boat should be placed
 
- 	enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
 
- 	EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
 
- 	void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
 
- };
 
- class DLL_LINKAGE IShipyard : public IBoatGenerator
 
- {
 
- public:
 
- 	IShipyard(const CGObjectInstance *O);
 
- 	virtual void getBoatCost(std::vector<si32> &cost) const;
 
- 	static const IShipyard *castFrom(const CGObjectInstance *obj);
 
- 	static IShipyard *castFrom(CGObjectInstance *obj);
 
- };
 
- class DLL_LINKAGE IMarket
 
- {
 
- public:
 
- 	const CGObjectInstance *o;
 
- 	IMarket(const CGObjectInstance *O);
 
- 	virtual int getMarketEfficiency() const =0;
 
- 	virtual bool allowsTrade(EMarketMode::EMarketMode mode) const;
 
- 	virtual int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
 
- 	virtual std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
 
- 	bool getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMarketMode mode) const; //val1 - how many units of id1 player has to give to receive val2 units
 
- 	std::vector<EMarketMode::EMarketMode> availableModes() const;
 
- 	static const IMarket *castFrom(const CGObjectInstance *obj, bool verbose = true);
 
- };
 
- class DLL_LINKAGE CGObjectInstance : public IObjectInterface
 
- {
 
- public:
 
- 	mutable std::string hoverName;
 
- 	int3 pos; //h3m pos
 
- 	Obj ID;
 
- 	si32 subID; //normal subID (this one from OH3 maps ;])
 
- 	ObjectInstanceID id;//number of object in map's vector
 
- 	CGDefInfo * defInfo;
 
- 	PlayerColor tempOwner;
 
- 	bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
 
- 	virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
 
- 	virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
 
- 	virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
 
- 	bool passableFor(PlayerColor color) const;
 
- 	void getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
 
- 	PlayerColor getOwner() const;
 
- 	void setOwner(PlayerColor ow);
 
- 	int getWidth() const; //returns width of object graphic in tiles
 
- 	int getHeight() const; //returns height of object graphic in tiles
 
- 	virtual bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
 
- 	virtual int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
 
- 	int3 visitablePos() const;
 
- 	bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) form left top tile of image (x, y in tiles)
 
- 	bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) form left top tile of maximal possible image (8 x 6 tiles) (x, y in tiles)
 
- 	bool hasShadowAt(int x, int y) const;//returns true if object covers with shadow location (x, y) form left top tile of maximal possible image (8 x 6 tiles) (x, y in tiles)
 
- 	std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
 
- 	bool isVisitable() const; //returns true if object is visitable
 
- 	bool operator<(const CGObjectInstance & cmp) const;  //screen printing priority comparing
 
- 	void hideTiles(PlayerColor ourplayer, int radius) const;
 
- 	CGObjectInstance();
 
- 	virtual ~CGObjectInstance();
 
- 	//CGObjectInstance(const CGObjectInstance & right);
 
- 	//CGObjectInstance& operator=(const CGObjectInstance & right);
 
- 	virtual const std::string & getHoverText() const;
 
- 	///IObjectInterface
 
- 	void initObj() override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void setProperty(ui8 what, ui32 val) override;//synchr
 
- 	friend class CGameHandler;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & defInfo;
 
- 		//definfo is handled by map serializer
 
- 	}
 
- protected:
 
- 	virtual void setPropertyDer(ui8 what, ui32 val);//synchr
 
- 	void getNameVis(std::string &hname) const;
 
- 	void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
 
- };
 
- class CGHeroPlaceholder : public CGObjectInstance
 
- {
 
- public:
 
- 	//subID stores id of hero type. If it's 0xff then following field is used
 
- 	ui8 power;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & power;
 
- 	}
 
- };
 
- class DLL_LINKAGE CPlayersVisited: public CGObjectInstance
 
- {
 
- public:
 
- 	std::set<PlayerColor> players; //players that visited this object
 
- 	bool wasVisited(PlayerColor player) const;
 
- 	bool wasVisited(TeamID team) const;
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & players;
 
- 	}
 
- };
 
- class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
 
- {
 
- public:
 
- 	BattleInfo *battle; //set to the current battle, if engaged
 
- 	void randomizeArmy(int type);
 
- 	virtual void updateMoraleBonusFromArmy();
 
- 	void armyChanged() override;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- //	int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface								???
 
- 	virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
 
- 	virtual CBonusSystemNode *whatShouldBeAttached();
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	CArmedInstance();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 		h & static_cast<CCreatureSet&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
 
- {
 
- public:
 
- 	enum ECanDig
 
- 	{
 
- 		CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
 
- 	};
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	ui8 moveDir; //format:	123
 
- 					//		8 4
 
- 					//		765
 
- 	mutable ui8 isStanding, tacticFormationEnabled;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	ConstTransitivePtr<CHero> type;
 
- 	TExpType exp; //experience points
 
- 	ui32 level; //current level of hero
 
- 	std::string name; //may be custom
 
- 	std::string biography; //if custom
 
- 	si32 portrait; //may be custom
 
- 	si32 mana; // remaining spell points
 
- 	std::vector<std::pair<SecondarySkill,ui8> > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
 
- 	ui32 movement; //remaining movement points
 
- 	ui8 sex;
 
- 	bool inTownGarrison; // if hero is in town garrison
 
- 	ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
 
- 	ConstTransitivePtr<CCommanderInstance> commander;
 
- 	const CGBoat *boat; //set to CGBoat when sailing
 
- 	//std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
 
- 	//std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
 
- 	std::set<SpellID> spells; //known spells (spell IDs)
 
- 	struct DLL_LINKAGE Patrol
 
- 	{
 
- 		Patrol(){patrolling=false;patrolRadious=-1;};
 
- 		bool patrolling;
 
- 		ui32 patrolRadious;
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & patrolling & patrolRadious;
 
- 		}
 
- 	} patrol;
 
- 	struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
 
- 	{
 
- 		bool growsWithLevel;
 
- 		HeroSpecial(){growsWithLevel = false;};
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & static_cast<CBonusSystemNode&>(*this);
 
- 			h & growsWithLevel;
 
- 		}
 
- 	};
 
- 	std::vector<HeroSpecial*> specialty;
 
- 	struct DLL_LINKAGE SecondarySkillsInfo
 
- 	{
 
- 		ui32 randomSeed; //skills are determined, initialized at map start
 
- 		ui8 magicSchoolCounter;
 
- 		ui8 wisdomCounter;
 
- 		void resetMagicSchoolCounter();
 
- 		void resetWisdomCounter();
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & randomSeed & magicSchoolCounter & wisdomCounter;
 
- 		}
 
- 	} skillsInfo;
 
- 	//BonusList bonuses;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & static_cast<CArtifactSet&>(*this);
 
- 		h & exp & level & name & biography & portrait & mana & secSkills & movement
 
- 			& sex & inTownGarrison & spells & patrol & moveDir & skillsInfo;
 
- 		h & visitedTown & boat;
 
- 		h & type & specialty & commander;
 
- 		BONUS_TREE_DESERIALIZATION_FIX
 
- 		//visitied town pointer will be restored by map serialization method
 
- 	}
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
 
- 	int getSightRadious() const; //sight distance (should be used if player-owned structure)
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
 
- 	void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	bool hasSpellbook() const;
 
- 	EAlignment::EAlignment getAlignment() const;
 
- 	const std::string &getBiography() const;
 
- 	bool needsLastStack()const;
 
- 	ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
 
- 	ui32 getLowestCreatureSpeed() const;
 
- 	int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
 
- 	si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
 
- 	bool canWalkOnSea() const;
 
- 	int getCurrentLuck(int stack=-1, bool town=false) const;
 
- 	int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
 
- 	ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
 
- 	void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
 
- 	bool canLearnSkill() const; ///true if hero has free secondary skill slot
 
- 	int maxMovePoints(bool onLand) const;
 
- 	int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
 
- 	//int getSpellSecLevel(int spell) const; //returns level of secondary ability (fire, water, earth, air magic) known to this hero and applicable to given spell; -1 if error
 
- 	static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
 
- 	double getHeroStrength() const;
 
- 	ui64 getTotalStrength() const;
 
- 	TExpType calculateXp(TExpType exp) const; //apply learning skill
 
- 	ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
 
- 	bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
 
- 	CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
 
- 	void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
 
- 	ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
 
- 	std::vector<SecondarySkill> levelUpProposedSkills() const;
 
- 	bool gainsLevel() const; //true if hero has lower level than should upon his experience
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	void initHero();
 
- 	void initHero(HeroTypeID SUBID);
 
- 	void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
 
- 	void putInBackpack(CArtifactInstance *art);
 
- 	void initExp();
 
- 	void initArmy(IArmyDescriptor *dst = nullptr);
 
- 	//void giveArtifact (ui32 aid);
 
- 	void initHeroDefInfo();
 
- 	void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
 
- 	ui8 maxlevelsToMagicSchool() const;
 
- 	ui8 maxlevelsToWisdom() const;
 
- 	void Updatespecialty();
 
- 	void updateSkill(SecondarySkill which, int val);
 
- 	CGHeroInstance();
 
- 	virtual ~CGHeroInstance();
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//
 
- 	ArtBearer::ArtBearer bearerType() const override;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
 
- 	std::string nodeName() const override;
 
- 	void deserializationFix();
 
- 	void initObj() override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	const std::string & getHoverText() const override;
 
- protected:
 
- 	void setPropertyDer(ui8 what, ui32 val) override;//synchr
 
- };
 
- class DLL_LINKAGE CSpecObjInfo
 
- {
 
- public:
 
- 	virtual ~CSpecObjInfo(){};
 
- 	PlayerColor player; //owner
 
- };
 
- class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
 
- {
 
- public:
 
- 	bool asCastle;
 
- 	ui32 identifier;
 
- 	ui8 castles[2]; //allowed castles
 
- };
 
- class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
 
- {
 
- public:
 
- 	ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
 
- };
 
- class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
 
- {
 
- };
 
- class DLL_LINKAGE CGDwelling : public CArmedInstance
 
- {
 
- public:
 
- 	typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
 
- 	CSpecObjInfo * info; //h3m info about dewlling
 
- 	TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this) & creatures;
 
- 	}
 
- 	void initObj() override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void newTurn() const override;
 
- 	void setProperty(ui8 what, ui32 val) override;
 
- 	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- private:
 
- 	void heroAcceptsCreatures(const CGHeroInstance *h) const;
 
- };
 
- class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
 
- {
 
- public:
 
- 	std::set<ObjectInstanceID> visitors; //ids of heroes who have visited this obj
 
- 	TResources treePrice; //used only by trees of knowledge: empty, 2000 gold, 10 gems
 
- 	const std::string & getHoverText() const override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void initObj() override;
 
- 	bool wasVisited (const CGHeroInstance * h) const override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & visitors & treePrice;
 
- 	}
 
- protected:
 
- 	void setPropertyDer(ui8 what, ui32 val) override;//synchr
 
- private:
 
- 	void onNAHeroVisit(const CGHeroInstance * h, bool alreadyVisited) const;
 
- 	///dialog callbacks
 
- 	void treeSelected(const CGHeroInstance * h, ui32 result) const;
 
- 	void schoolSelected(const CGHeroInstance * h, ui32 which) const;
 
- 	void arenaSelected(const CGHeroInstance * h, int primSkill) const;
 
- };
 
- class DLL_LINKAGE CGTownBuilding : public IObjectInterface
 
- {
 
- ///basic class for town structures handled as map objects
 
- public:
 
- 	BuildingID ID; //from buildig list
 
- 	si32 id; //identifies its index on towns vector
 
- 	CGTownInstance *town;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & ID & id;
 
- 	}
 
- };
 
- class DLL_LINKAGE COPWBonus : public CGTownBuilding
 
- {///used for OPW bonusing structures
 
- public:
 
- 	std::set<si32> visitors;
 
- 	void setProperty(ui8 what, ui32 val) override;
 
- 	void onHeroVisit (const CGHeroInstance * h) const override;
 
- 	COPWBonus (BuildingID index, CGTownInstance *TOWN);
 
- 	COPWBonus (){ID = BuildingID::NONE; town = nullptr;};
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGTownBuilding&>(*this);
 
- 		h & visitors;
 
- 	}
 
- };
 
- class DLL_LINKAGE CTownBonus : public CGTownBuilding
 
- {
 
- ///used for one-time bonusing structures
 
- ///feel free to merge inheritance tree
 
- public:
 
- 	std::set<ObjectInstanceID> visitors;
 
- 	void setProperty(ui8 what, ui32 val) override;
 
- 	void onHeroVisit (const CGHeroInstance * h) const override;
 
- 	CTownBonus (BuildingID index, CGTownInstance *TOWN);
 
- 	CTownBonus (){ID = BuildingID::NONE; town = nullptr;};
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGTownBuilding&>(*this);
 
- 		h & visitors;
 
- 	}
 
- };
 
- class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
 
- {
 
- public:
 
- 	CTownAndVisitingHero();
 
- };
 
- struct DLL_LINKAGE GrowthInfo
 
- {
 
- 	struct Entry
 
- 	{
 
- 		int count;
 
- 		std::string description;
 
- 		Entry(const std::string &format, int _count);
 
- 		Entry(int subID, BuildingID building, int _count);
 
- 	};
 
- 	std::vector<Entry> entries;
 
- 	int totalGrowth() const;
 
- };
 
- class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket
 
- {
 
- public:
 
- 	enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
 
- 	CTownAndVisitingHero townAndVis;
 
- 	const CTown * town;
 
- 	std::string name; // name of town
 
- 	si32 builded; //how many buildings has been built this turn
 
- 	si32 destroyed; //how many buildings has been destroyed this turn
 
- 	ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
 
- 	ui32 identifier; //special identifier from h3m (only > RoE maps)
 
- 	si32 alignment;
 
- 	std::set<BuildingID> forbiddenBuildings, builtBuildings;
 
- 	std::vector<CGTownBuilding*> bonusingBuildings;
 
- 	std::vector<SpellID> possibleSpells, obligatorySpells;
 
- 	std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
 
- 	std::list<CCastleEvent> events;
 
- 	std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
 
- 	static std::vector<int> universitySkills;//skills for university of magic
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGDwelling&>(*this);
 
- 		h & name & builded & destroyed & identifier;
 
- 		h & garrisonHero & visitingHero;
 
- 		h & alignment & forbiddenBuildings & builtBuildings & bonusValue
 
- 			& possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
 
- 		for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
 
- 			(*i)->town = this;
 
- 		h & town & townAndVis;
 
- 		BONUS_TREE_DESERIALIZATION_FIX
 
- 		vstd::erase_if(builtBuildings, [this](BuildingID building) -> bool
 
- 		{
 
- 			if(!town->buildings.count(building) ||  !town->buildings.at(building))
 
- 			{
 
- 				logGlobal->errorStream() << boost::format("#1444-like issue in CGTownInstance::serialize. From town %s at %s removing the bogus builtBuildings item %s")
 
- 					% name % pos % building;
 
- 				return true;
 
- 			}
 
- 			return false;
 
- 		});
 
- 	}
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	CBonusSystemNode *whatShouldBeAttached() override;
 
- 	std::string nodeName() const override;
 
- 	void updateMoraleBonusFromArmy() override;
 
- 	void deserializationFix();
 
- 	void recreateBuildingsBonuses();
 
- 	bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr &prop, int subtype = -1); //returns true if building is built and bonus has been added
 
- 	bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
 
- 	void setVisitingHero(CGHeroInstance *h);
 
- 	void setGarrisonedHero(CGHeroInstance *h);
 
- 	const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
 
- 	int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
 
- 	int getSightRadious() const override; //returns sight distance
 
- 	int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
 
- 	void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
 
- 	int getMarketEfficiency() const override; //=market count
 
- 	bool allowsTrade(EMarketMode::EMarketMode mode) const;
 
- 	std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	bool needsLastStack() const;
 
- 	CGTownInstance::EFortLevel fortLevel() const;
 
- 	int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
 
- 	int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
 
- 	int creatureDwellingLevel(int dwelling) const;
 
- 	int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
 
- 	int creatureGrowth(const int & level) const;
 
- 	GrowthInfo getGrowthInfo(int level) const;
 
- 	bool hasFort() const;
 
- 	bool hasCapitol() const;
 
- 	//checks if building is constructed and town has same subID
 
- 	bool hasBuilt(BuildingID buildingID) const;
 
- 	bool hasBuilt(BuildingID buildingID, int townID) const;
 
- 	int dailyIncome() const; //calculates daily income of this town
 
- 	int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
 
- 	bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
 
- 	int getTownLevel() const;
 
- 	void removeCapitols (PlayerColor owner) const;
 
- 	void addHeroToStructureVisitors(const CGHeroInstance *h, si32 structureInstanceID) const; //hero must be visiting or garrisoned in town
 
- 	CGTownInstance();
 
- 	virtual ~CGTownInstance();
 
- 	///IObjectInterface overrides
 
- 	void newTurn() const override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void onHeroLeave(const CGHeroInstance * h) const override;
 
- 	void initObj() override;
 
- 	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
 
- protected:
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- };
 
- class DLL_LINKAGE CGPandoraBox : public CArmedInstance
 
- {
 
- public:
 
- 	std::string message;
 
- 	bool hasGuardians; //helper - after battle even though we have no stacks, allows us to know that there was battle
 
- 	//gained things:
 
- 	ui32 gainedExp;
 
- 	si32 manaDiff; //amount of gained / lost mana
 
- 	si32 moraleDiff; //morale modifier
 
- 	si32 luckDiff; //luck modifier
 
- 	TResources resources;//gained / lost resources
 
- 	std::vector<si32> primskills;//gained / lost prim skills
 
- 	std::vector<SecondarySkill> abilities; //gained abilities
 
- 	std::vector<si32> abilityLevels; //levels of gained abilities
 
- 	std::vector<ArtifactID> artifacts; //gained artifacts
 
- 	std::vector<SpellID> spells; //gained spells
 
- 	CCreatureSet creatures; //gained creatures
 
- 	void initObj() override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	void heroLevelUpDone(const CGHeroInstance *hero) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & message & hasGuardians & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
 
- 			& abilities & abilityLevels & artifacts & spells & creatures;
 
- 	}
 
- protected:
 
- 	void giveContentsUpToExp(const CGHeroInstance *h) const;
 
- 	void giveContentsAfterExp(const CGHeroInstance *h) const;
 
- private:
 
- 	void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
 
- 	void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
 
- };
 
- class DLL_LINKAGE CGEvent : public CGPandoraBox  //event objects
 
- {
 
- public:
 
- 	bool removeAfterVisit; //true if event is removed after occurring
 
- 	ui8 availableFor; //players whom this event is available for
 
- 	bool computerActivate; //true if computer player can activate this event
 
- 	bool humanActivate; //true if human player can activate this event
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGPandoraBox &>(*this);
 
- 		h & removeAfterVisit & availableFor & computerActivate & humanActivate;
 
- 	}
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- private:
 
- 	void activated(const CGHeroInstance * h) const;
 
- };
 
- class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
 
- {
 
- 	enum Action {
 
- 		FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price
 
- 	};
 
- public:
 
- 	ui32 identifier; //unique code for this monster (used in missions)
 
- 	si8 character; //character of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to -4 (compliant) ... 10 value (savage)
 
- 	std::string message; //message printed for attacking hero
 
- 	TResources resources; // resources given to hero that has won with monsters
 
- 	ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
 
- 	bool neverFlees; //if true, the troops will never flee
 
- 	bool notGrowingTeam; //if true, number of units won't grow
 
- 	ui64 temppower; //used to handle fractional stack growth for tiny stacks
 
- 	bool refusedJoining;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	const std::string & getHoverText() const override;
 
- 	void initObj() override;
 
- 	void newTurn() const override;
 
- 	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	struct DLL_LINKAGE formationInfo // info about merging stacks after battle back into one
 
- 	{
 
- 		si32 basicType;
 
- 		ui32 randomFormation; //random seed used to determine number of stacks and is there's upgraded stack
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & basicType & randomFormation;
 
- 		}
 
- 	} formation;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower;
 
- 		h & refusedJoining & formation;
 
- 	}
 
- protected:
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- private:
 
- 	void fight(const CGHeroInstance *h) const;
 
- 	void flee( const CGHeroInstance * h ) const;
 
- 	void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
 
- 	void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
 
- 	int takenAction(const CGHeroInstance *h, bool allowJoin=true) const; //action on confrontation: -2 - fight, -1 - flee, >=0 - will join for given value of gold (may be 0)
 
- };
 
- class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
 
- {
 
- public:
 
- 	std::string message;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void initObj() override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & message;
 
- 	}
 
- };
 
- class DLL_LINKAGE IQuestObject
 
- {
 
- public:
 
- 	CQuest * quest;
 
- 	IQuestObject(): quest(new CQuest()){};
 
- 	virtual ~IQuestObject() {};
 
- 	virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
 
- 	virtual bool checkQuest (const CGHeroInstance * h) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & quest;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
 
- {
 
- public:
 
- 	enum ERewardType {NOTHING, EXPERIENCE, MANA_POINTS, MORALE_BONUS, LUCK_BONUS, RESOURCES, PRIMARY_SKILL, SECONDARY_SKILL, ARTIFACT, SPELL, CREATURE};
 
- 	ERewardType rewardType;
 
- 	si32 rID; //reward ID
 
- 	si32 rVal; //reward value
 
- 	std::string seerName;
 
- 	CGSeerHut() : IQuestObject(){};
 
- 	void initObj() override;
 
- 	const std::string & getHoverText() const override;
 
- 	void newTurn() const override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	virtual void init();
 
- 	int checkDirection() const; //calculates the region of map where monster is placed
 
- 	void setObjToKill(); //remember creatures / heroes to kill after they are initialized
 
- 	const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
 
- 	const CGCreature *getCreatureToKill(bool allowNull = false) const;
 
- 	void getRolloverText (MetaString &text, bool onHover) const;
 
- 	void getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
 
- 	void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
 
- 	virtual void completeQuest (const CGHeroInstance * h) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this) & static_cast<IQuestObject&>(*this);
 
- 		h & rewardType & rID & rVal & seerName;
 
- 	}
 
- protected:
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- };
 
- class DLL_LINKAGE CGQuestGuard : public CGSeerHut
 
- {
 
- public:
 
- 	CGQuestGuard() : CGSeerHut(){};
 
- 	void init() override;
 
- 	void completeQuest (const CGHeroInstance * h) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGSeerHut&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGWitchHut : public CPlayersVisited
 
- {
 
- public:
 
- 	std::vector<si32> allowedAbilities;
 
- 	ui32 ability;
 
- 	const std::string & getHoverText() const override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void initObj() override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CPlayersVisited&>(*this);
 
- 		h & allowedAbilities & ability;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGScholar : public CGObjectInstance
 
- {
 
- public:
 
- 	enum EBonusType {PRIM_SKILL, SECONDARY_SKILL, SPELL, RANDOM = 255};
 
- 	EBonusType bonusType;
 
- 	ui16 bonusID; //ID of skill/spell
 
- //	void giveAnyBonus(const CGHeroInstance * h) const; //TODO: remove
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void initObj() override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & bonusType & bonusID;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGGarrison : public CArmedInstance
 
- {
 
- public:
 
- 	bool removableUnits;
 
- 	ui8 getPassableness() const;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & removableUnits;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGArtifact : public CArmedInstance
 
- {
 
- public:
 
- 	CArtifactInstance *storedArtifact;
 
- 	std::string message;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	void pick( const CGHeroInstance * h ) const;
 
- 	void initObj() override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & message & storedArtifact;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGResource : public CArmedInstance
 
- {
 
- public:
 
- 	ui32 amount; //0 if random
 
- 	std::string message;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void initObj() override;
 
- 	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	void collectRes(PlayerColor player) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & amount & message;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
 
- {
 
- public:
 
- 	ui32 type, val1, val2;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void initObj() override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & type & val1 & val2;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGShrine : public CPlayersVisited
 
- {
 
- public:
 
- 	SpellID spell; //id of spell or NONE if random
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void initObj() override;
 
- 	const std::string & getHoverText() const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CPlayersVisited&>(*this);;
 
- 		h & spell;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGMine : public CArmedInstance
 
- {
 
- public:
 
- 	Res::ERes producedResource;
 
- 	ui32 producedQuantity;
 
- 	
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	void flagMine(PlayerColor player) const;
 
- 	void newTurn() const override;
 
- 	void initObj() override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & producedResource & producedQuantity;
 
- 	}
 
- 	ui32 defaultResProduction();
 
- };
 
- class DLL_LINKAGE CGVisitableOPW : public CGObjectInstance //objects visitable OPW
 
- {
 
- public:
 
- 	ui8 visited; //true if object has been visited this week
 
- 	bool wasVisited(PlayerColor player) const;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	virtual void newTurn() const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & visited;
 
- 	}
 
- protected:
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- };
 
- class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates
 
- {
 
- public:
 
- 	static std::map<Obj, std::map<int, std::vector<ObjectInstanceID> > > objs; //teleports: map[ID][subID] => vector of ids
 
- 	static std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > gates; //subterranean gates: pairs of ids
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void initObj() override;
 
- 	static void postInit();
 
- 	static ObjectInstanceID getMatchingGate(ObjectInstanceID id); //receives id of one subterranean gate and returns id of the paired one, -1 if none
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
 
- {
 
- public:
 
- 	bool wasVisited (const CGHeroInstance * h) const;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	const std::string & getHoverText() const override;
 
- 	void initObj() override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
 
- {///unfortunately, this one is quite different than others
 
- 	enum EVisitedEntrance
 
- 	{
 
- 		CLEAR = 0, LEFT = 1, RIGHT
 
- 	};
 
- public:
 
- 	EVisitedEntrance visitedTile; //only one entrance was visited - there are two
 
- 	std::vector<int3> getVisitableOffsets() const;
 
- 	int3 getVisitableOffset() const override;
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- 	void newTurn() const override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	const std::string & getHoverText() const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & visitedTile & visited;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
 
- {
 
- public:
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	const std::string & getHoverText() const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGSirens : public CGObjectInstance
 
- {
 
- public:
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	const std::string & getHoverText() const override;
 
- 	void initObj() override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGObservatory : public CGObjectInstance //Redwood observatory
 
- {
 
- public:
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
 
- {
 
- public:
 
- 	static std::map <PlayerColor, std::set <ui8> > playerKeyMap; //[players][keysowned]
 
- 	//SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
 
- 	const std::string getName() const; //depending on color
 
- 	bool wasMyColorVisited (PlayerColor player) const;
 
- 	const std::string & getHoverText() const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- protected:
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- };
 
- class DLL_LINKAGE CGKeymasterTent : public CGKeys
 
- {
 
- public:
 
- 	bool wasVisited (PlayerColor player) const;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
 
- {
 
- public:
 
- 	CGBorderGuard() : IQuestObject(){};
 
- 	void initObj() override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
 
- 	void getRolloverText (MetaString &text, bool onHover) const;
 
- 	bool checkQuest (const CGHeroInstance * h) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<IQuestObject&>(*this);
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & blockVisit;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGBorderGate : public CGBorderGuard
 
- {
 
- public:
 
- 	CGBorderGate() : CGBorderGuard(){};
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	ui8 getPassableness() const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGBorderGuard&>(*this); //need to serialize or object will be empty
 
- 	}
 
- };
 
- class DLL_LINKAGE CGBoat : public CGObjectInstance
 
- {
 
- public:
 
- 	ui8 direction;
 
- 	const CGHeroInstance *hero;  //hero on board
 
- 	void initObj() override;
 
- 	CGBoat()
 
- 	{
 
- 		hero = nullptr;
 
- 		direction = 4;
 
- 	}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this) & direction & hero;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGOnceVisitable : public CPlayersVisited
 
- ///wagon, corpse, lean to, warriors tomb
 
- {
 
- public:
 
- 	ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
 
- 	ui32 bonusType, //id of res or artifact
 
- 		bonusVal; //resource amount (or not used)
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	const std::string & getHoverText() const override;
 
- 	void initObj() override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CPlayersVisited&>(*this);;
 
- 		h & artOrRes & bonusType & bonusVal;
 
- 	}
 
- };
 
- class DLL_LINKAGE CBank : public CArmedInstance
 
- {
 
- 	public:
 
- 	int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
 
- 	BankConfig *bc;
 
- 	double multiplier; //for improved banks script
 
- 	std::vector<ui32> artifacts; //fixed and deterministic
 
- 	ui32 daycounter;
 
- 	void initObj() override;
 
- 	const std::string & getHoverText() const override;
 
- 	void initialize() const;
 
- 	void reset(ui16 var1);
 
- 	void newTurn() const override;
 
- 	bool wasVisited (PlayerColor player) const override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & index & multiplier & artifacts & daycounter & bc;
 
- 	}
 
- protected:
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- };
 
- class DLL_LINKAGE CGPyramid : public CBank
 
- {
 
- public:
 
- 	ui16 spell;
 
- 	void initObj() override;
 
- 	const std::string & getHoverText() const override;
 
- 	void newTurn() const override {}; //empty, no reset
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CBank&>(*this);
 
- 		h & spell;
 
- 	}
 
- };
 
- class CGShipyard : public CGObjectInstance, public IShipyard
 
- {
 
- public:
 
- 	void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
 
- 	CGShipyard();
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- };
 
- class DLL_LINKAGE CGMagi : public CGObjectInstance
 
- {
 
- public:
 
- 	static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5
 
- 	void initObj() override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CCartographer : public CPlayersVisited
 
- {
 
- ///behaviour varies depending on surface and  floor
 
- public:
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CPlayersVisited&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
 
- {
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- };
 
- class DLL_LINKAGE CGObelisk : public CPlayersVisited
 
- {
 
- public:
 
- 	static ui8 obeliskCount; //how many obelisks are on map
 
- 	static std::map<TeamID, ui8> visited; //map: team_id => how many obelisks has been visited
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void initObj() override;
 
- 	const std::string & getHoverText() const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CPlayersVisited&>(*this);
 
- 	}
 
- protected:
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- };
 
- class DLL_LINKAGE CGLighthouse : public CGObjectInstance
 
- {
 
- public:
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	void initObj() override;
 
- 	const std::string & getHoverText() const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- 	void giveBonusTo( PlayerColor player ) const;
 
- };
 
- class DLL_LINKAGE CGMarket : public CGObjectInstance, public IMarket
 
- {
 
- public:
 
- 	CGMarket();
 
- 	///IObjectIntercae
 
- 	void onHeroVisit(const CGHeroInstance * h) const override; //open trading window
 
- 	///IMarket
 
- 	int getMarketEfficiency() const override;
 
- 	bool allowsTrade(EMarketMode::EMarketMode mode) const override;
 
- 	int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const override; //-1 if unlimited
 
- 	std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGBlackMarket : public CGMarket
 
- {
 
- public:
 
- 	std::vector<const CArtifact *> artifacts; //available artifacts
 
- 	void newTurn() const override; //reset artifacts for black market every month
 
- 	std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGMarket&>(*this);
 
- 		h & artifacts;
 
- 	}
 
- };
 
- class DLL_LINKAGE CGUniversity : public CGMarket
 
- {
 
- public:
 
- 	std::vector<int> skills; //available skills
 
- 	std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
 
- 	void initObj() override;//set skills for trade
 
- 	void onHeroVisit(const CGHeroInstance * h) const override; //open window
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGMarket&>(*this);
 
- 		h & skills;
 
- 	}
 
- };
 
- struct BankConfig
 
- {
 
- 	BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
 
- 	ui8 level; //1 - 4, how hard the battle will be
 
- 	ui8 chance; //chance for this level being chosen
 
- 	ui8 upgradeChance; //chance for creatures to be in upgraded versions
 
- 	std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
 
- 	ui32 combatValue; //how hard are guards of this level
 
- 	Res::ResourceSet resources; //resources given in case of victory
 
- 	std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
 
- 	std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
 
- 	ui32 value; //overall value of given things
 
- 	ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
 
- 	ui16 easiest; //?!?
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
 
- 	}
 
- };
 
- class DLL_LINKAGE CObjectHandler
 
- {
 
- public:
 
- 	std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
 
- 	std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
 
- 	std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
 
- 	std::vector<ui32> resVals; //default values of resources in gold
 
- 	CObjectHandler();
 
- 	~CObjectHandler();
 
- 	int bankObjToIndex (const CGObjectInstance * obj);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & cregens & banksInfo & creBanksNames & resVals;
 
- 	}
 
- };
 
 
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