#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 * */ class InfoWindow; 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 primskills;//gained / lost prim skills std::vector abilities; //gained abilities std::vector abilityLevels; //levels of gained abilities std::vector artifacts; //gained artifacts std::vector 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 void serialize(Handler &h, const int version) { h & static_cast(*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 void serialize(Handler &h, const int version) { h & static_cast(*this); h & removeAfterVisit & availableFor & computerActivate & humanActivate; } void onHeroVisit(const CGHeroInstance * h) const override; private: void activated(const CGHeroInstance * h) const; };