CGHeroInstance.h 14 KB

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  1. /*
  2. * CGHeroInstance.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include <vcmi/spells/Caster.h>
  12. #include "CArmedInstance.h"
  13. #include "IOwnableObject.h"
  14. #include "../bonuses/BonusCache.h"
  15. #include "../entities/hero/EHeroGender.h"
  16. #include "../CArtHandler.h" // For CArtifactSet
  17. #include "../ConstTransitivePtr.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. class CHero;
  20. class CGBoat;
  21. class CGTownInstance;
  22. class CMap;
  23. class UpgradeInfo;
  24. class TurnInfo;
  25. struct TerrainTile;
  26. struct TurnInfoCache;
  27. class DLL_LINKAGE CGHeroPlaceholder : public CGObjectInstance
  28. {
  29. public:
  30. using CGObjectInstance::CGObjectInstance;
  31. /// if this is placeholder by power, then power rank of desired hero
  32. std::optional<ui8> powerRank;
  33. /// if this is placeholder by type, then hero type of desired hero
  34. std::optional<HeroTypeID> heroType;
  35. template <typename Handler> void serialize(Handler &h)
  36. {
  37. h & static_cast<CGObjectInstance&>(*this);
  38. h & powerRank;
  39. h & heroType;
  40. }
  41. protected:
  42. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  43. };
  44. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public AFactionMember, public ICreatureUpgrader, public IOwnableObject
  45. {
  46. // We serialize heroes into JSON for crossover
  47. friend class CampaignState;
  48. friend class CMapLoaderH3M;
  49. friend class CMapFormatJson;
  50. private:
  51. PrimarySkillsCache primarySkills;
  52. MagicSchoolMasteryCache magicSchoolMastery;
  53. BonusValueCache manaPerKnowledgeCached;
  54. std::unique_ptr<TurnInfoCache> turnInfoCache;
  55. std::set<SpellID> spells; //known spells (spell IDs)
  56. ui32 movement; //remaining movement points
  57. public:
  58. //////////////////////////////////////////////////////////////////////////
  59. //format: 123
  60. // 8 4
  61. // 765
  62. ui8 moveDir;
  63. mutable ui8 tacticFormationEnabled;
  64. //////////////////////////////////////////////////////////////////////////
  65. TExpType exp; //experience points
  66. ui32 level; //current level of hero
  67. /// If not NONE - then hero should use portrait from referenced hero type
  68. HeroTypeID customPortraitSource;
  69. si32 mana; // remaining spell points
  70. 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
  71. EHeroGender gender;
  72. std::string nameCustomTextId;
  73. std::string biographyCustomTextId;
  74. bool inTownGarrison; // if hero is in town garrison
  75. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  76. ConstTransitivePtr<CCommanderInstance> commander;
  77. const CGBoat * boat = nullptr; //set to CGBoat when sailing
  78. static constexpr si32 UNINITIALIZED_MANA = -1;
  79. static constexpr ui32 UNINITIALIZED_MOVEMENT = -1;
  80. static constexpr auto UNINITIALIZED_EXPERIENCE = std::numeric_limits<TExpType>::max();
  81. static const ui32 NO_PATROLLING;
  82. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  83. //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
  84. std::set<ObjectInstanceID> visitedObjects;
  85. struct DLL_LINKAGE Patrol
  86. {
  87. bool patrolling{false};
  88. int3 initialPos;
  89. ui32 patrolRadius{NO_PATROLLING};
  90. template <typename Handler> void serialize(Handler &h)
  91. {
  92. h & patrolling;
  93. h & initialPos;
  94. h & patrolRadius;
  95. }
  96. } patrol;
  97. struct DLL_LINKAGE SecondarySkillsInfo
  98. {
  99. ui8 magicSchoolCounter;
  100. ui8 wisdomCounter;
  101. SecondarySkillsInfo();
  102. void resetMagicSchoolCounter();
  103. void resetWisdomCounter();
  104. template <typename Handler> void serialize(Handler &h)
  105. {
  106. h & magicSchoolCounter;
  107. h & wisdomCounter;
  108. }
  109. } skillsInfo;
  110. inline bool isInitialized() const
  111. { // has this hero been on the map at least once?
  112. return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
  113. }
  114. //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  115. int getSightRadius() const override; //sight distance (should be used if player-owned structure)
  116. //////////////////////////////////////////////////////////////////////////
  117. BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  118. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
  119. const IObjectInterface * getObject() const override;
  120. //////////////////////////////////////////////////////////////////////////
  121. std::string getBiographyTranslated() const;
  122. std::string getBiographyTextID() const;
  123. std::string getNameTextID() const;
  124. std::string getNameTranslated() const;
  125. HeroTypeID getPortraitSource() const;
  126. int32_t getIconIndex() const;
  127. std::string getClassNameTranslated() const;
  128. std::string getClassNameTextID() const;
  129. bool hasSpellbook() const;
  130. int maxSpellLevel() const;
  131. void addSpellToSpellbook(const SpellID & spell);
  132. void removeSpellFromSpellbook(const SpellID & spell);
  133. bool spellbookContainsSpell(const SpellID & spell) const;
  134. void removeSpellbook();
  135. const std::set<SpellID> & getSpellsInSpellbook() const;
  136. EAlignment getAlignment() const;
  137. bool needsLastStack()const override;
  138. ResourceSet dailyIncome() const override;
  139. std::vector<CreatureID> providedCreatures() const override;
  140. const IOwnableObject * asOwnable() const final;
  141. //INativeTerrainProvider
  142. FactionID getFactionID() const override;
  143. TerrainId getNativeTerrain() const override;
  144. int getLowestCreatureSpeed() const;
  145. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  146. si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
  147. int getCurrentLuck(int stack=-1, bool town=false) const;
  148. int32_t getSpellCost(const spells::Spell * sp) const; //do not use during battles -> bonuses from army would be ignored
  149. bool canLearnSpell(const spells::Spell * spell, bool allowBanned = false) const;
  150. bool canCastThisSpell(const spells::Spell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
  151. /// convert given position between map position (CGObjectInstance::pos) and visitable position used for hero interactions
  152. int3 convertToVisitablePos(const int3 & position) const;
  153. int3 convertFromVisitablePos(const int3 & position) const;
  154. // ----- primary and secondary skill, experience, level handling -----
  155. /// Returns true if hero has lower level than should upon his experience.
  156. bool gainsLevel() const;
  157. /// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
  158. PrimarySkill nextPrimarySkill(vstd::RNG & rand) const;
  159. /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
  160. std::optional<SecondarySkill> nextSecondarySkill(vstd::RNG & rand) const;
  161. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  162. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills(vstd::RNG & rand) const;
  163. ui8 getSecSkillLevel(const SecondarySkill & skill) const; //0 - no skill
  164. int getPrimSkillLevel(PrimarySkill id) const;
  165. /// Returns true if hero has free secondary skill slot.
  166. bool canLearnSkill() const;
  167. bool canLearnSkill(const SecondarySkill & which) const;
  168. void setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs);
  169. void setSecSkillLevel(const SecondarySkill & which, int val, bool abs); // abs == 0 - changes by value; 1 - sets to value
  170. void levelUp(const std::vector<SecondarySkill> & skills);
  171. void setMovementPoints(int points);
  172. int movementPointsRemaining() const;
  173. int movementPointsLimit(bool onLand) const;
  174. //cached version is much faster, TurnInfo construction is costly
  175. int movementPointsLimitCached(bool onLand, const TurnInfo * ti) const;
  176. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const;
  177. std::unique_ptr<TurnInfo> getTurnInfo(int days) const;
  178. double getFightingStrength() const; // takes attack / defense skill into account
  179. double getMagicStrength() const; // takes knowledge / spell power skill but also current mana, whether the hero owns a spell-book and whether that books contains anything into account
  180. double getHeroStrength() const; // includes fighting and magic strength
  181. uint32_t getValueForCampaign() const;
  182. uint64_t getValueForDiplomacy() const;
  183. ui64 getTotalStrength() const; // includes fighting strength and army strength
  184. TExpType calculateXp(TExpType exp) const; //apply learning skill
  185. int getBasePrimarySkillValue(PrimarySkill which) const; //the value of a base-skill without items or temporary bonuses
  186. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  187. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const;
  188. EDiggingStatus diggingStatus() const;
  189. //////////////////////////////////////////////////////////////////////////
  190. const CHeroClass * getHeroClass() const;
  191. HeroClassID getHeroClassID() const;
  192. const CHero * getHeroType() const;
  193. HeroTypeID getHeroTypeID() const;
  194. void setHeroType(HeroTypeID type);
  195. void initObj(vstd::RNG & rand) override;
  196. void initHero(vstd::RNG & rand);
  197. void initHero(vstd::RNG & rand, const HeroTypeID & SUBID);
  198. ArtPlacementMap putArtifact(const ArtifactPosition & pos, CArtifactInstance * art) override;
  199. void removeArtifact(const ArtifactPosition & pos) override;
  200. void initExp(vstd::RNG & rand);
  201. void initArmy(vstd::RNG & rand, IArmyDescriptor *dst = nullptr);
  202. void pushPrimSkill(PrimarySkill which, int val);
  203. ui8 maxlevelsToMagicSchool() const;
  204. ui8 maxlevelsToWisdom() const;
  205. void recreateSecondarySkillsBonuses();
  206. void updateSkillBonus(const SecondarySkill & which, int val);
  207. void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
  208. bool hasVisions(const CGObjectInstance * target, BonusSubtypeID masteryLevel) const;
  209. /// If this hero perishes, the scenario is failed
  210. bool isMissionCritical() const;
  211. CGHeroInstance(IGameCallback *cb);
  212. virtual ~CGHeroInstance();
  213. PlayerColor getOwner() const override;
  214. ///ArtBearer
  215. ArtBearer::ArtBearer bearerType() const override;
  216. ///IBonusBearer
  217. CBonusSystemNode & whereShouldBeAttached(CGameState * gs) override;
  218. std::string nodeName() const override;
  219. si32 manaLimit() const override;
  220. ///IConstBonusProvider
  221. const IBonusBearer* getBonusBearer() const override;
  222. CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const;
  223. CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState * gs);
  224. ///spells::Caster
  225. int32_t getCasterUnitId() const override;
  226. int32_t getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool = nullptr) const override;
  227. int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const override;
  228. int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override;
  229. int32_t getEffectLevel(const spells::Spell * spell) const override;
  230. int32_t getEffectPower(const spells::Spell * spell) const override;
  231. int32_t getEnchantPower(const spells::Spell * spell) const override;
  232. int64_t getEffectValue(const spells::Spell * spell) const override;
  233. PlayerColor getCasterOwner() const override;
  234. const CGHeroInstance * getHeroCaster() const override;
  235. void getCasterName(MetaString & text) const override;
  236. void getCastDescription(const spells::Spell * spell, const battle::Units & attacked, MetaString & text) const override;
  237. void spendMana(ServerCallback * server, const int spellCost) const override;
  238. void attachToBoat(CGBoat* newBoat);
  239. void boatDeserializationFix();
  240. void deserializationFix();
  241. void updateAppearance();
  242. void pickRandomObject(vstd::RNG & rand) override;
  243. void onHeroVisit(const CGHeroInstance * h) const override;
  244. std::string getObjectName() const override;
  245. std::string getHoverText(PlayerColor player) const override;
  246. std::string getMovementPointsTextIfOwner(PlayerColor player) const;
  247. TObjectTypeHandler getObjectHandler() const override;
  248. void afterAddToMap(CMap * map) override;
  249. void afterRemoveFromMap(CMap * map) override;
  250. void updateFrom(const JsonNode & data) override;
  251. bool isCoastVisitable() const override;
  252. bool isBlockedVisitable() const override;
  253. BattleField getBattlefield() const override;
  254. bool isCampaignYog() const;
  255. bool isCampaignGem() const;
  256. protected:
  257. void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;//synchr
  258. ///common part of hero instance and hero definition
  259. void serializeCommonOptions(JsonSerializeFormat & handler);
  260. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  261. private:
  262. void levelUpAutomatically(vstd::RNG & rand);
  263. public:
  264. std::string getHeroTypeName() const;
  265. void setHeroTypeName(const std::string & identifier);
  266. void serializeJsonDefinition(JsonSerializeFormat & handler);
  267. template <typename Handler> void serialize(Handler &h)
  268. {
  269. h & static_cast<CArmedInstance&>(*this);
  270. h & static_cast<CArtifactSet&>(*this);
  271. h & exp;
  272. h & level;
  273. h & nameCustomTextId;
  274. h & biographyCustomTextId;
  275. h & customPortraitSource;
  276. h & mana;
  277. h & secSkills;
  278. h & movement;
  279. h & gender;
  280. h & inTownGarrison;
  281. h & spells;
  282. h & patrol;
  283. h & moveDir;
  284. h & skillsInfo;
  285. h & visitedTown;
  286. h & boat;
  287. if (h.version < Handler::Version::REMOVE_TOWN_PTR)
  288. {
  289. HeroTypeID type;
  290. bool isNull = false;
  291. h & isNull;
  292. if(!isNull)
  293. h & type;
  294. }
  295. h & commander;
  296. h & visitedObjects;
  297. BONUS_TREE_DESERIALIZATION_FIX
  298. }
  299. };
  300. VCMI_LIB_NAMESPACE_END