| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258 | #pragma once#include "CObjectHandler.h"#include "CArmedInstance.h"#include "../spells/Magic.h"#include "../CArtHandler.h" // For CArtifactSet#include "../CRandomGenerator.h"/* * CGHeroInstance.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 CHero;class CGBoat;class CGTownInstance;struct TerrainTile;struct TurnInfo;class CGHeroPlaceholder : public CGObjectInstance{public:	//subID stores id of hero type. If it's 0xff then following field is used	ui8 power;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & power;	}};class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public ISpellCaster{public:	//////////////////////////////////////////////////////////////////////////	ui8 moveDir; //format:	123					//		8 4					//		765	mutable ui8 isStanding, tacticFormationEnabled;	//////////////////////////////////////////////////////////////////////////	ConstTransitivePtr<CHero> type;	TExpType exp; //experience points	ui32 level; //current level of hero	std::string name; //may be custom	std::string biography; //if custom	si32 portrait; //may be custom	si32 mana; // remaining spell points	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	ui32 movement; //remaining movement points	ui8 sex;	bool inTownGarrison; // if hero is in town garrison	ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison	ConstTransitivePtr<CCommanderInstance> commander;	const CGBoat *boat; //set to CGBoat when sailing	//std::vector<const CArtifact*> artifacts; //hero's artifacts from bag	//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	std::set<SpellID> spells; //known spells (spell IDs)	std::set<ObjectInstanceID> visitedObjects;	struct DLL_LINKAGE Patrol	{		Patrol(){patrolling=false;initialPos=int3();patrolRadious=-1;};		bool patrolling;		int3 initialPos;		ui32 patrolRadious;		template <typename Handler> void serialize(Handler &h, const int version)		{			h & patrolling;			if(version >= 755) //save format backward compatibility			{				h & initialPos;			}			else if(!h.saving)			{				patrolling = false;				initialPos = int3();			}			h & patrolRadious;		}	} patrol;	struct DLL_LINKAGE HeroSpecial : CBonusSystemNode	{		bool growsWithLevel;		HeroSpecial(){growsWithLevel = false;};		template <typename Handler> void serialize(Handler &h, const int version)		{			h & static_cast<CBonusSystemNode&>(*this);			h & growsWithLevel;		}	};	std::vector<HeroSpecial*> specialty;	struct DLL_LINKAGE SecondarySkillsInfo	{		//skills are determined, initialized at map start		//FIXME remove mutable		mutable CRandomGenerator rand;		ui8 magicSchoolCounter;		ui8 wisdomCounter;		void resetMagicSchoolCounter();		void resetWisdomCounter();		template <typename Handler> void serialize(Handler &h, const int version)		{			h & magicSchoolCounter & wisdomCounter & rand;		}	} skillsInfo;	//int3 getSightCenter() const; //"center" tile from which the sight distance is calculated	int getSightRadious() const override; //sight distance (should be used if player-owned structure)	//////////////////////////////////////////////////////////////////////////	int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral	void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed	//////////////////////////////////////////////////////////////////////////	bool hasSpellbook() const;	EAlignment::EAlignment getAlignment() const;	const std::string &getBiography() const;	bool needsLastStack()const override;	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	int getNativeTerrain() const;	ui32 getLowestCreatureSpeed() const;	int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'	si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day	int getCurrentLuck(int stack=-1, bool town=false) const;	int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored	// ----- primary and secondary skill, experience, level handling -----	/// Returns true if hero has lower level than should upon his experience.	bool gainsLevel() const;	/// Returns the next primary skill on level up. Can only be called if hero can gain a level up.	PrimarySkill::PrimarySkill nextPrimarySkill() const;	/// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.	boost::optional<SecondarySkill> nextSecondarySkill() const;	/// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.	std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() const;	ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill	/// Returns true if hero has free secondary skill slot.	bool canLearnSkill() const;	void setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs);	void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value	void levelUp(std::vector<SecondarySkill> skills);	int maxMovePoints(bool onLand, const TurnInfo * ti = nullptr) const;	int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;	static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest	double getFightingStrength() const; // takes attack / defense skill into account	double getMagicStrength() const; // takes knowledge / spell power skill into account	double getHeroStrength() const; // includes fighting and magic strength	ui64 getTotalStrength() const; // includes fighting strength and army strength	TExpType calculateXp(TExpType exp) const; //apply learning skill		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	CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;	void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;	EDiggingStatus diggingStatus() const;	//////////////////////////////////////////////////////////////////////////	void setType(si32 ID, si32 subID) override;	void initHero();	void initHero(HeroTypeID SUBID);	void putArtifact(ArtifactPosition pos, CArtifactInstance *art);	void putInBackpack(CArtifactInstance *art);	void initExp();	void initArmy(IArmyDescriptor *dst = nullptr);	//void giveArtifact (ui32 aid);	void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);	ui8 maxlevelsToMagicSchool() const;	ui8 maxlevelsToWisdom() const;	void Updatespecialty();	void recreateSecondarySkillsBonuses();	void updateSkill(SecondarySkill which, int val);		bool hasVisions(const CGObjectInstance * target, const int subtype) const;	CGHeroInstance();	virtual ~CGHeroInstance();		///ArtBearer	ArtBearer::ArtBearer bearerType() const override;	///IBonusBearer	CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;	std::string nodeName() const override;		///ISpellCaster	ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;	ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;		///default spell school level for effect calculation	int getEffectLevel(const CSpell * spell) const override;	///default spell-power for damage/heal calculation	int getEffectPower(const CSpell * spell) const override;	///default spell-power for timed effects duration	int getEnchantPower(const CSpell * spell) const override;	///damage/heal override(ignores spell configuration, effect level and effect power)	int getEffectValue(const CSpell * spell) const override;		const PlayerColor getOwner() const override;		void deserializationFix();	void initObj() override;	void onHeroVisit(const CGHeroInstance * h) const override;	std::string getObjectName() const override;protected:	void setPropertyDer(ui8 what, ui32 val) override;//synchrprivate:	void levelUpAutomatically();public:	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & static_cast<CArtifactSet&>(*this);		h & exp & level & name & biography & portrait & mana & secSkills & movement			& sex & inTownGarrison & spells & patrol & moveDir & skillsInfo;		h & visitedTown & boat;		h & type & specialty & commander & visitedObjects;		BONUS_TREE_DESERIALIZATION_FIX		//visitied town pointer will be restored by map serialization method	}};
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