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| #pragma once#ifndef _MSC_VER#include "CHeroHandler.h"#include "CTownHandler.h"#include "../lib/VCMI_Lib.h"#endif#include "../lib/CCreatureSet.h"#include "CArtHandler.h"#include "../lib/ConstTransitivePtr.h"#include "int3.h"#include "GameConstants.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 UpdateHeroSpeciality;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 quets id for serialization / identification	ui8 missionType, 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;	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 = NULL) const;	virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = NULL) 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;	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//unified interface, AI helpers	virtual bool wasVisited (ui8 player) const;	virtual bool wasVisited (const CGHeroInstance * h) const;	static void preInit(); //called before objs receive their initObj	static void postInit();//caleed 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	int state() 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 = NULL) 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{protected:	void getNameVis(std::string &hname) const;	void giveDummyBonus(int heroID, ui8 duration = Bonus::ONE_DAY) const;public:	mutable std::string hoverName;	int3 pos; //h3m pos	si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34	si32 id;//number of object in CObjectHandler's vector			CGDefInfo * defInfo;	ui8 animPhaseShift;	ui8 tempOwner;	ui8 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)	void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set	int getOwner() const;	void setOwner(int ow);	int getWidth() const; //returns width of object graphic in tiles	int getHeight() const; //returns height of object graphic in tiles	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)	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(int ourplayer, int radius) const;	CGObjectInstance();	virtual ~CGObjectInstance();	//CGObjectInstance(const CGObjectInstance & right);	//CGObjectInstance& operator=(const CGObjectInstance & right);	virtual const std::string & getHoverText() const;	//////////////////////////////////////////////////////////////////////////	void initObj();	void onHeroVisit(const CGHeroInstance * h) const;	void setProperty(ui8 what, ui32 val);//synchr	virtual void setPropertyDer(ui8 what, ui32 val);//synchr	friend class CGameHandler;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit & defInfo;		//definfo is handled by map serializer	}};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<ui8> players; //players that visited this object	bool wasVisited(ui8 player) const;	virtual void setPropertyDer( ui8 what, ui32 val );	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);	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 SecondarySkill	{		PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,		LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,		SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,		FIRST_AID	};	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;	ui64 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<ui8,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;	ui8 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<ui32> spells; //known spells (spell IDs)	struct DLL_LINKAGE Patrol	{		Patrol(){patrolling=false;patrolRadious=-1;};		ui8 patrolling;		ui32 patrolRadious;		template <typename Handler> void serialize(Handler &h, const int version)		{			h & patrolling & patrolRadious;		}	} patrol;	struct DLL_LINKAGE HeroSpecial : CBonusSystemNode	{		bool growthsWithLevel;		template <typename Handler> void serialize(Handler &h, const int version)		{			h & static_cast<CBonusSystemNode&>(*this);			h & growthsWithLevel;		}	} speciality;	//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 & /*artifacts & artifWorn & */spells & patrol & moveDir;		h & type & speciality & commander;		BONUS_TREE_DESERIALIZATION_FIX		//visitied town pointer will be restored by map serialization method	}	//////////////////////////////////////////////////////////////////////////// 	void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;// 	void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;	//////////////////////////////////////////////////////////////////////////	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	int maxMovePoints(bool onLand) const;	int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const; // 	const CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact// 	const CArtifact * getArt(int pos) const;// 	si32 getArtPos(int aid) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)// 	bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)	//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;	expType calculateXp(expType exp) const; //apply learning skill	ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = NULL) 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 - 	//////////////////////////////////////////////////////////////////////////	void initHero(); 	void initHero(int SUBID); 	void putArtifact(ui16 pos, CArtifactInstance *art);	void putInBackpack(CArtifactInstance *art);	void initExp();	void initArmy(IArmyDescriptor *dst = NULL);	//void giveArtifact (ui32 aid);	void initHeroDefInfo();	void pushPrimSkill(int which, int val);	void UpdateSpeciality();	void updateSkill(int which, int val);	CGHeroInstance();	virtual ~CGHeroInstance();	//////////////////////////////////////////////////////////////////////////	//	ui8 bearerType() const OVERRIDE;	//////////////////////////////////////////////////////////////////////////	virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs) OVERRIDE;	virtual std::string nodeName() const OVERRIDE;	void deserializationFix();	void setPropertyDer(ui8 what, ui32 val);//synchr	void initObj();	void onHeroVisit(const CGHeroInstance * h) const;};class DLL_LINKAGE CSpecObjInfo{public:	virtual ~CSpecObjInfo(){};	ui8 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<ui32> > > 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();	void setProperty(ui8 what, ui32 val);	void onHeroVisit(const CGHeroInstance * h) const;	void newTurn() const;	void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;	void fightOver(const CGHeroInstance *h, BattleResult *result) const;	void wantsFight(const CGHeroInstance *h, ui32 answer) const;};class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero{public:	std::set<si32> visitors; //ids of heroes who have visited this obj	si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems	const std::string & getHoverText() const;	void setPropertyDer(ui8 what, ui32 val);//synchr	void onHeroVisit(const CGHeroInstance * h) const;	void onNAHeroVisit(int heroID, bool alreadyVisited) const;	void initObj();	bool wasVisited (const CGHeroInstance * h) const;	void treeSelected(int heroID, int resType, int resVal, expType expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog	void schoolSelected(int heroID, ui32 which) const;	void arenaSelected(int heroID, int primSkill) const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & visitors & ttype;	}};class DLL_LINKAGE CGTownBuilding : public IObjectInterface{///basic class for town structures handled as map objectspublic:	si32 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 structurespublic:	std::set<si32> visitors;	void setProperty(ui8 what, ui32 val);	void onHeroVisit (const CGHeroInstance * h) const;	COPWBonus (int index, CGTownInstance *TOWN);	COPWBonus (){ID = 0; town = NULL;};	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 treepublic:	std::set<si32> visitors;	void setProperty(ui8 what, ui32 val);	void onHeroVisit (const CGHeroInstance * h) const;	CTownBonus (int index, CGTownInstance *TOWN);	CTownBonus (){ID = 0; town = NULL;};	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, EBuilding::EBuilding 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;	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<si32> forbiddenBuildings, builtBuildings;	std::vector<CGTownBuilding*> bonusingBuildings;	std::vector<ui32> possibleSpells, obligatorySpells;	std::vector<std::vector<ui32> > 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 & 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		//garrison/visiting hero pointers will be restored in the map serialization	}	//////////////////////////////////////////////////////////////////////////	virtual CBonusSystemNode *whatShouldBeAttached() OVERRIDE;	std::string nodeName() const OVERRIDE;	void deserializationFix();	void recreateBuildingsBonuses();	bool addBonusIfBuilt(int building, int type, int val, TPropagatorPtr prop, int subtype = -1); //returns true if building is built and bonus has been added	bool addBonusIfBuilt(int building, int 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// 	void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;// 	void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;	//////////////////////////////////////////////////////////////////////////	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; //"center" tile from which the sight distance is calculated	int getSightRadious() const; //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; //=market count	bool allowsTrade(EMarketMode::EMarketMode mode) const;	std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;	void setPropertyDer(ui8 what, ui32 val);	void newTurn() 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;	bool hasBuilt(int buildingID) const;	int dailyIncome() const; //calculates daily income of this town	int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)	void removeCapitols (ui8 owner) const;	bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero	CGTownInstance();	virtual ~CGTownInstance();	//////////////////////////////////////////////////////////////////////////	void fightOver(const CGHeroInstance *h, BattleResult *result) const;	void onHeroVisit(const CGHeroInstance * h) const;	void onHeroLeave(const CGHeroInstance * h) const;	void initObj();};class DLL_LINKAGE CGPandoraBox : public CArmedInstance{public:	std::string message;	//gained things:	ui32 gainedExp;	si32 manaDiff; //amount of gained / lost mana	si32 moraleDiff; //morale modifier	si32 luckDiff; //luck modifier	std::vector<si32> resources;//gained / lost resources	std::vector<si32> primskills;//gained / lost resources	std::vector<si32> abilities; //gained abilities	std::vector<si32> abilityLevels; //levels of gained abilities	std::vector<si32> artifacts; //gained artifacts	std::vector<si32> spells; //gained spells	CCreatureSet creatures; //gained creatures	void initObj();	void onHeroVisit(const CGHeroInstance * h) const;	void open (const CGHeroInstance * h, ui32 accept) const;	void endBattle(const CGHeroInstance *h, BattleResult *result) const;	void giveContents(const CGHeroInstance *h, bool afterBattle) const;	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;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills			& abilities & abilityLevels & artifacts & spells & creatures;	}};class DLL_LINKAGE CGEvent : public CGPandoraBox  //event objects{public:	ui8 removeAfterVisit; //true if event is removed after occurring	ui8 availableFor; //players whom this event is available for	ui8 computerActivate; //true if computre player can activate this event	ui8 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;	void activated(const CGHeroInstance * h) const;};class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map{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	std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters	si32 gainedArtifact; //ID of artifact gained to hero, -1 if none	ui8 neverFlees; //if true, the troops will never flee	ui8 notGrowingTeam; //if true, number of units won't grow	ui64 temppower; //used to handle fractional stack growth for tiny stacks	void fight(const CGHeroInstance *h) const;	void onHeroVisit(const CGHeroInstance * h) const;	const std::string & getHoverText() const;	void flee( const CGHeroInstance * h ) const;	void endBattle(BattleResult *result) const;	void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;	void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;	void initObj();	void newTurn() const;	void setPropertyDer(ui8 what, ui32 val);	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)	struct DLL_LINKAGE RestoredCreature // info about merging stacks after battle back into one	{		si32 basicType;		template <typename Handler> void serialize(Handler &h, const int version)		{			h & basicType;		}	} restore;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower & restore;	}}; class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles{public:	std::string message;	void onHeroVisit(const CGHeroInstance * h) const;	void initObj();	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & message;	}};class DLL_LINKAGE CGSeerHut : public CArmedInstance, public CQuest //army is used when giving reward{public:	ui8 rewardType; //type of reward: 0 - no reward; 1 - experience; 2 - mana points; 3 - morale bonus; 4 - luck bonus; 5 - resources; 6 - main ability bonus (attak, defence etd.); 7 - secondary ability gain; 8 - artifact; 9 - spell; 10 - creature	si32 rID; //reward ID	si32 rVal; //reward value	std::string seerName;	void initObj();	const std::string & getHoverText() const;	void setPropertyDer (ui8 what, ui32 val);	int checkDirection() const; //calculates the region of map where monster is placed	void newTurn() const;	void onHeroVisit (const CGHeroInstance * h) const;	void getRolloverText (MetaString &text, bool onHover) const;	void getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = NULL) const;	void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects	void completeQuest (const CGHeroInstance * h) const;	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;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);		h & rewardType & rID & rVal & seerName;	}};class DLL_LINKAGE CGQuestGuard : public CGSeerHut{public:	void initObj();	void completeQuest (const CGHeroInstance * h) const; 	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;	void onHeroVisit(const CGHeroInstance * h) const;	void initObj();	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:	ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell	ui16 bonusID; //ID of skill/spell	void giveAnyBonus(const CGHeroInstance * h) const;	void onHeroVisit(const CGHeroInstance * h) const;	void initObj();	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:	ui8 removableUnits;	ui8 getPassableness() const;	void onHeroVisit (const CGHeroInstance *h) const;	void fightOver (const CGHeroInstance *h, BattleResult *result) const;	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;	void fightForArt(ui32 agreed, const CGHeroInstance *h) const;	void endBattle(BattleResult *result, const CGHeroInstance *h) const;	void pick( const CGHeroInstance * h ) const;	void initObj();		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;	void collectRes(int player) const;	void initObj();	void fightForRes(ui32 agreed, const CGHeroInstance *h) const;	void endBattle(BattleResult *result, const CGHeroInstance *h) 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;	void initObj();	void chosen(int which, int heroID) const;	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:	ui8 spell; //number of spell or 255 if random	void onHeroVisit(const CGHeroInstance * h) const;	void initObj();	const std::string & getHoverText() const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CPlayersVisited&>(*this);;		h & spell;	}};class DLL_LINKAGE CGMine : public CArmedInstance{public: 	ui8 producedResource;	ui32 producedQuantity;	void offerLeavingGuards(const CGHeroInstance *h) const;	void endBattle(BattleResult *result, ui8 attackingPlayer) const;	void fight(ui32 agreed, const CGHeroInstance *h) const;		void onHeroVisit(const CGHeroInstance * h) const;	void flagMine(ui8 player) const;	void newTurn() const;	void initObj();		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	void setPropertyDer(ui8 what, ui32 val);//synchr	bool wasVisited(ui8 player) const;	void onHeroVisit(const CGHeroInstance * h) const;	void newTurn() const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & visited;	}};class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates{public:	static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids	static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids	void onHeroVisit(const CGHeroInstance * h) const;	void initObj();		static void postInit();	static int getMatchingGate(int 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;	const std::string & getHoverText() const;	void initObj();		template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW {///unfortunatelly, this one is quite different than others public: 	void onHeroVisit(const CGHeroInstance * h) const; 	const std::string & getHoverText() const; 	template <typename Handler> void serialize(Handler &h, const int version) 	{ 		h & static_cast<CGObjectInstance&>(*this); 		h & visited; 	} }; class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement{public:	void onHeroVisit(const CGHeroInstance * h) const;	const std::string & getHoverText() const;	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;	const std::string & getHoverText() const;	void initObj();		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;	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 <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]	//SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black	void setPropertyDer (ui8 what, ui32 val);	const std::string getName() const; //depending on color	bool wasMyColorVisited (int player) const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CGKeymasterTent : public CGKeys{public:	bool wasVisited (ui8 player) const;	void onHeroVisit(const CGHeroInstance * h) const;	const std::string & getHoverText() const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CGBorderGuard : public CGKeys, public CQuest{public:	void initObj();	const std::string & getHoverText() const;	void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;	void getRolloverText (MetaString &text, bool onHover) const;	bool checkQuest (const CGHeroInstance * h) const;	void onHeroVisit(const CGHeroInstance * h) const;	void openGate(const CGHeroInstance *h, ui32 accept) const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CQuest&>(*this);		h & static_cast<CGObjectInstance&>(*this);		h & blockVisit;	}};class DLL_LINKAGE CGBorderGate : public CGBorderGuard{public:	void onHeroVisit(const CGHeroInstance * h) const;	ui8 getPassableness() const;	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();		CGBoat()	{		hero = NULL;		direction = 4;	}	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this) & direction;	}};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;	const std::string & getHoverText() const;	void initObj();		void searchTomb(const CGHeroInstance *h, ui32 accept) const;	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();	const std::string & getHoverText() const;	void setPropertyDer (ui8 what, ui32 val);	void initialize() const;	void reset(ui16 var1);	void newTurn() const;	bool wasVisited (ui8 player) const;	virtual void onHeroVisit (const CGHeroInstance * h) const;	virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;	virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & index & multiplier & artifacts & daycounter & bc;	}};class DLL_LINKAGE CGPyramid : public CBank{public:	ui16 spell;	void initObj();	const std::string & getHoverText() const;	void newTurn() const {}; //empty, no reset	void onHeroVisit (const CGHeroInstance * h) const;	void endBattle (const CGHeroInstance *h, const BattleResult *result) const;	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;};class DLL_LINKAGE CGMagi : public CGObjectInstance{public:	static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5	void initObj();	void onHeroVisit(const CGHeroInstance * h) const;	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;	void buyMap (const CGHeroInstance *h, ui32 accept) const;	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;};class DLL_LINKAGE CGObelisk : public CPlayersVisited{public:	static ui8 obeliskCount; //how many obelisks are on map	static std::map<ui8, ui8> visited; //map: team_id => how many obelisks has been visited	void setPropertyDer (ui8 what, ui32 val);	void onHeroVisit(const CGHeroInstance * h) const;	void initObj();	const std::string & getHoverText() const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CPlayersVisited&>(*this);	}};class DLL_LINKAGE CGLighthouse : public CGObjectInstance{public:	void onHeroVisit(const CGHeroInstance * h) const;	void initObj();	const std::string & getHoverText() const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}	void giveBonusTo( ui8 player ) const;};class DLL_LINKAGE CGMarket : public CGObjectInstance, public IMarket{public:	CGMarket();	void onHeroVisit(const CGHeroInstance * h) const; //open trading window		int getMarketEfficiency() const;	bool allowsTrade(EMarketMode::EMarketMode mode) const;	int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited	std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;		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; //reset artifacts for black market every month	std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;		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();//set skills for trade	void onHeroVisit(const CGHeroInstance * h) const; //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 <ui16, ui32> > guards; //creature ID, amount	ui32 combatValue; //how hard are guards of this level	std::vector<si32> resources; //resources given in case of victory	std::vector< std::pair <ui16, 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, si32> 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	void loadObjects();	int bankObjToIndex (const CGObjectInstance * obj);	template <typename Handler> void serialize(Handler &h, const int version)	{		h & cregens & banksInfo & creBanksNames & resVals;	}};
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