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vcmi/lib/mapObjects/CGPandoraBox.h

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#pragma once
#include "CObjectHandler.h"
#include "CArmedInstance.h"
#include "../ResourceSet.h"
/*
* CGPandoraBox.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
*
*/
struct InfoWindow;
class DLL_LINKAGE CGPandoraBox : public CArmedInstance
{
public:
std::string message;
mutable 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
CGPandoraBox() : gainedExp(0), manaDiff(0), moraleDiff(0), luckDiff(0){};
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;
virtual void afterSuccessfulVisit() 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;
}
CGEvent() : CGPandoraBox(){};
void onHeroVisit(const CGHeroInstance * h) const override;
private:
void activated(const CGHeroInstance * h) const;
void afterSuccessfulVisit() const override;
};