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