CGHeroInstance.h 9.4 KB

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  1. #pragma once
  2. #include "CObjectHandler.h"
  3. #include "CArmedInstance.h"
  4. #include "../spells/Magic.h"
  5. #include "../CArtHandler.h" // For CArtifactSet
  6. #include "../CRandomGenerator.h"
  7. /*
  8. * CGHeroInstance.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class CHero;
  17. class CGBoat;
  18. class CGTownInstance;
  19. struct TerrainTile;
  20. struct TurnInfo;
  21. class CGHeroPlaceholder : public CGObjectInstance
  22. {
  23. public:
  24. //subID stores id of hero type. If it's 0xff then following field is used
  25. ui8 power;
  26. template <typename Handler> void serialize(Handler &h, const int version)
  27. {
  28. h & static_cast<CGObjectInstance&>(*this);
  29. h & power;
  30. }
  31. };
  32. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public ISpellCaster
  33. {
  34. public:
  35. //////////////////////////////////////////////////////////////////////////
  36. ui8 moveDir; //format: 123
  37. // 8 4
  38. // 765
  39. mutable ui8 isStanding, tacticFormationEnabled;
  40. //////////////////////////////////////////////////////////////////////////
  41. ConstTransitivePtr<CHero> type;
  42. TExpType exp; //experience points
  43. ui32 level; //current level of hero
  44. std::string name; //may be custom
  45. std::string biography; //if custom
  46. si32 portrait; //may be custom
  47. si32 mana; // remaining spell points
  48. 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
  49. ui32 movement; //remaining movement points
  50. ui8 sex;
  51. bool inTownGarrison; // if hero is in town garrison
  52. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  53. ConstTransitivePtr<CCommanderInstance> commander;
  54. const CGBoat *boat; //set to CGBoat when sailing
  55. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  56. //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
  57. std::set<SpellID> spells; //known spells (spell IDs)
  58. std::set<ObjectInstanceID> visitedObjects;
  59. struct DLL_LINKAGE Patrol
  60. {
  61. Patrol(){patrolling=false;initialPos=int3();patrolRadious=-1;};
  62. bool patrolling;
  63. int3 initialPos;
  64. ui32 patrolRadious;
  65. template <typename Handler> void serialize(Handler &h, const int version)
  66. {
  67. h & patrolling;
  68. if(version >= 755) //save format backward compatibility
  69. {
  70. h & initialPos;
  71. }
  72. else if(!h.saving)
  73. {
  74. patrolling = false;
  75. initialPos = int3();
  76. }
  77. h & patrolRadious;
  78. }
  79. } patrol;
  80. struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
  81. {
  82. bool growsWithLevel;
  83. HeroSpecial(){growsWithLevel = false;};
  84. template <typename Handler> void serialize(Handler &h, const int version)
  85. {
  86. h & static_cast<CBonusSystemNode&>(*this);
  87. h & growsWithLevel;
  88. }
  89. };
  90. std::vector<HeroSpecial*> specialty;
  91. struct DLL_LINKAGE SecondarySkillsInfo
  92. {
  93. //skills are determined, initialized at map start
  94. //FIXME remove mutable
  95. mutable CRandomGenerator rand;
  96. ui8 magicSchoolCounter;
  97. ui8 wisdomCounter;
  98. void resetMagicSchoolCounter();
  99. void resetWisdomCounter();
  100. template <typename Handler> void serialize(Handler &h, const int version)
  101. {
  102. h & magicSchoolCounter & wisdomCounter & rand;
  103. }
  104. } skillsInfo;
  105. //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  106. int getSightRadious() const override; //sight distance (should be used if player-owned structure)
  107. //////////////////////////////////////////////////////////////////////////
  108. int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  109. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
  110. //////////////////////////////////////////////////////////////////////////
  111. bool hasSpellbook() const;
  112. EAlignment::EAlignment getAlignment() const;
  113. const std::string &getBiography() const;
  114. bool needsLastStack()const override;
  115. ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
  116. int getNativeTerrain() const;
  117. ui32 getLowestCreatureSpeed() const;
  118. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  119. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  120. int getCurrentLuck(int stack=-1, bool town=false) const;
  121. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  122. // ----- primary and secondary skill, experience, level handling -----
  123. /// Returns true if hero has lower level than should upon his experience.
  124. bool gainsLevel() const;
  125. /// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
  126. PrimarySkill::PrimarySkill nextPrimarySkill() const;
  127. /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
  128. boost::optional<SecondarySkill> nextSecondarySkill() const;
  129. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  130. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() const;
  131. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  132. /// Returns true if hero has free secondary skill slot.
  133. bool canLearnSkill() const;
  134. void setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs);
  135. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  136. void levelUp(std::vector<SecondarySkill> skills);
  137. int maxMovePoints(bool onLand, const TurnInfo * ti = nullptr) const;
  138. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
  139. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  140. double getFightingStrength() const; // takes attack / defense skill into account
  141. double getMagicStrength() const; // takes knowledge / spell power skill into account
  142. double getHeroStrength() const; // includes fighting and magic strength
  143. ui64 getTotalStrength() const; // includes fighting strength and army strength
  144. TExpType calculateXp(TExpType exp) const; //apply learning skill
  145. 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
  146. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  147. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  148. EDiggingStatus diggingStatus() const;
  149. //////////////////////////////////////////////////////////////////////////
  150. void setType(si32 ID, si32 subID) override;
  151. void initHero();
  152. void initHero(HeroTypeID SUBID);
  153. void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
  154. void putInBackpack(CArtifactInstance *art);
  155. void initExp();
  156. void initArmy(IArmyDescriptor *dst = nullptr);
  157. //void giveArtifact (ui32 aid);
  158. void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
  159. ui8 maxlevelsToMagicSchool() const;
  160. ui8 maxlevelsToWisdom() const;
  161. void Updatespecialty();
  162. void recreateSecondarySkillsBonuses();
  163. void updateSkill(SecondarySkill which, int val);
  164. bool hasVisions(const CGObjectInstance * target, const int subtype) const;
  165. CGHeroInstance();
  166. virtual ~CGHeroInstance();
  167. ///ArtBearer
  168. ArtBearer::ArtBearer bearerType() const override;
  169. ///IBonusBearer
  170. CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
  171. std::string nodeName() const override;
  172. ///ISpellCaster
  173. ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
  174. ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
  175. ///default spell school level for effect calculation
  176. int getEffectLevel(const CSpell * spell) const override;
  177. ///default spell-power for damage/heal calculation
  178. int getEffectPower(const CSpell * spell) const override;
  179. ///default spell-power for timed effects duration
  180. int getEnchantPower(const CSpell * spell) const override;
  181. ///damage/heal override(ignores spell configuration, effect level and effect power)
  182. int getEffectValue(const CSpell * spell) const override;
  183. const PlayerColor getOwner() const override;
  184. void deserializationFix();
  185. void initObj() override;
  186. void onHeroVisit(const CGHeroInstance * h) const override;
  187. std::string getObjectName() const override;
  188. protected:
  189. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  190. private:
  191. void levelUpAutomatically();
  192. public:
  193. template <typename Handler> void serialize(Handler &h, const int version)
  194. {
  195. h & static_cast<CArmedInstance&>(*this);
  196. h & static_cast<CArtifactSet&>(*this);
  197. h & exp & level & name & biography & portrait & mana & secSkills & movement
  198. & sex & inTownGarrison & spells & patrol & moveDir & skillsInfo;
  199. h & visitedTown & boat;
  200. h & type & specialty & commander & visitedObjects;
  201. BONUS_TREE_DESERIALIZATION_FIX
  202. //visitied town pointer will be restored by map serialization method
  203. }
  204. };