CGHeroInstance.h 13 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 "../CArtHandler.h" // For CArtifactSet
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. class CHero;
  17. class CGBoat;
  18. class CGTownInstance;
  19. class CMap;
  20. struct TerrainTile;
  21. struct TurnInfo;
  22. enum class EHeroGender : int8_t;
  23. class DLL_LINKAGE CGHeroPlaceholder : public CGObjectInstance
  24. {
  25. public:
  26. using CGObjectInstance::CGObjectInstance;
  27. /// if this is placeholder by power, then power rank of desired hero
  28. std::optional<ui8> powerRank;
  29. /// if this is placeholder by type, then hero type of desired hero
  30. std::optional<HeroTypeID> heroType;
  31. template <typename Handler> void serialize(Handler &h)
  32. {
  33. h & static_cast<CGObjectInstance&>(*this);
  34. h & powerRank;
  35. h & heroType;
  36. }
  37. protected:
  38. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  39. };
  40. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public AFactionMember, public ICreatureUpgrader, public IOwnableObject
  41. {
  42. // We serialize heroes into JSON for crossover
  43. friend class CampaignState;
  44. friend class CMapLoaderH3M;
  45. friend class CMapFormatJson;
  46. private:
  47. std::set<SpellID> spells; //known spells (spell IDs)
  48. mutable int lowestCreatureSpeed;
  49. ui32 movement; //remaining movement points
  50. public:
  51. //////////////////////////////////////////////////////////////////////////
  52. //format: 123
  53. // 8 4
  54. // 765
  55. ui8 moveDir;
  56. mutable ui8 tacticFormationEnabled;
  57. //////////////////////////////////////////////////////////////////////////
  58. const CHero * type;
  59. TExpType exp; //experience points
  60. ui32 level; //current level of hero
  61. /// If not NONE - then hero should use portrait from referenced hero type
  62. HeroTypeID customPortraitSource;
  63. si32 mana; // remaining spell points
  64. 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
  65. EHeroGender gender;
  66. std::string nameCustomTextId;
  67. std::string biographyCustomTextId;
  68. bool inTownGarrison; // if hero is in town garrison
  69. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  70. ConstTransitivePtr<CCommanderInstance> commander;
  71. const CGBoat * boat = nullptr; //set to CGBoat when sailing
  72. static constexpr si32 UNINITIALIZED_MANA = -1;
  73. static constexpr ui32 UNINITIALIZED_MOVEMENT = -1;
  74. static constexpr auto UNINITIALIZED_EXPERIENCE = std::numeric_limits<TExpType>::max();
  75. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  76. //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
  77. std::set<ObjectInstanceID> visitedObjects;
  78. struct DLL_LINKAGE Patrol
  79. {
  80. Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;};
  81. bool patrolling;
  82. int3 initialPos;
  83. ui32 patrolRadius;
  84. template <typename Handler> void serialize(Handler &h)
  85. {
  86. h & patrolling;
  87. h & initialPos;
  88. h & patrolRadius;
  89. }
  90. } patrol;
  91. struct DLL_LINKAGE SecondarySkillsInfo
  92. {
  93. ui8 magicSchoolCounter;
  94. ui8 wisdomCounter;
  95. SecondarySkillsInfo();
  96. void resetMagicSchoolCounter();
  97. void resetWisdomCounter();
  98. template <typename Handler> void serialize(Handler &h)
  99. {
  100. h & magicSchoolCounter;
  101. h & wisdomCounter;
  102. }
  103. } skillsInfo;
  104. inline bool isInitialized() const
  105. { // has this hero been on the map at least once?
  106. return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
  107. }
  108. //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  109. int getSightRadius() const override; //sight distance (should be used if player-owned structure)
  110. //////////////////////////////////////////////////////////////////////////
  111. BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  112. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
  113. const IObjectInterface * getObject() const override;
  114. //////////////////////////////////////////////////////////////////////////
  115. std::string getBiographyTranslated() const;
  116. std::string getBiographyTextID() const;
  117. std::string getNameTextID() const;
  118. std::string getNameTranslated() const;
  119. HeroTypeID getPortraitSource() const;
  120. int32_t getIconIndex() const;
  121. std::string getClassNameTranslated() const;
  122. std::string getClassNameTextID() const;
  123. bool hasSpellbook() const;
  124. int maxSpellLevel() const;
  125. void addSpellToSpellbook(const SpellID & spell);
  126. void removeSpellFromSpellbook(const SpellID & spell);
  127. bool spellbookContainsSpell(const SpellID & spell) const;
  128. void removeSpellbook();
  129. const std::set<SpellID> & getSpellsInSpellbook() const;
  130. EAlignment getAlignment() const;
  131. bool needsLastStack()const override;
  132. ResourceSet dailyIncome() const override;
  133. std::vector<CreatureID> providedCreatures() const override;
  134. const IOwnableObject * asOwnable() const final;
  135. //INativeTerrainProvider
  136. FactionID getFaction() const override;
  137. TerrainId getNativeTerrain() const override;
  138. int getLowestCreatureSpeed() const;
  139. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  140. si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
  141. int getCurrentLuck(int stack=-1, bool town=false) const;
  142. int32_t getSpellCost(const spells::Spell * sp) const; //do not use during battles -> bonuses from army would be ignored
  143. bool canLearnSpell(const spells::Spell * spell, bool allowBanned = false) const;
  144. 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
  145. /// convert given position between map position (CGObjectInstance::pos) and visitable position used for hero interactions
  146. int3 convertToVisitablePos(const int3 & position) const;
  147. int3 convertFromVisitablePos(const int3 & position) const;
  148. // ----- primary and secondary skill, experience, level handling -----
  149. /// Returns true if hero has lower level than should upon his experience.
  150. bool gainsLevel() const;
  151. /// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
  152. PrimarySkill nextPrimarySkill(vstd::RNG & rand) const;
  153. /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
  154. std::optional<SecondarySkill> nextSecondarySkill(vstd::RNG & rand) const;
  155. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  156. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills(vstd::RNG & rand) const;
  157. ui8 getSecSkillLevel(const SecondarySkill & skill) const; //0 - no skill
  158. /// Returns true if hero has free secondary skill slot.
  159. bool canLearnSkill() const;
  160. bool canLearnSkill(const SecondarySkill & which) const;
  161. void setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs);
  162. void setSecSkillLevel(const SecondarySkill & which, int val, bool abs); // abs == 0 - changes by value; 1 - sets to value
  163. void levelUp(const std::vector<SecondarySkill> & skills);
  164. /// returns base movement cost for movement between specific tiles. Does not accounts for diagonal movement or last tile exception
  165. ui32 getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const;
  166. void setMovementPoints(int points);
  167. int movementPointsRemaining() const;
  168. int movementPointsLimit(bool onLand) const;
  169. //cached version is much faster, TurnInfo construction is costly
  170. int movementPointsLimitCached(bool onLand, const TurnInfo * ti) const;
  171. //update army movement bonus
  172. void updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const;
  173. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
  174. double getFightingStrength() const; // takes attack / defense skill into account
  175. double getMagicStrength() const; // takes knowledge / spell power skill into account
  176. double getHeroStrength() const; // includes fighting and magic strength
  177. ui64 getTotalStrength() const; // includes fighting strength and army strength
  178. TExpType calculateXp(TExpType exp) const; //apply learning skill
  179. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  180. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const;
  181. EDiggingStatus diggingStatus() const;
  182. //////////////////////////////////////////////////////////////////////////
  183. HeroTypeID getHeroType() const;
  184. void setHeroType(HeroTypeID type);
  185. void initHero(vstd::RNG & rand);
  186. void initHero(vstd::RNG & rand, const HeroTypeID & SUBID);
  187. ArtPlacementMap putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;
  188. void removeArtifact(ArtifactPosition pos) override;
  189. void initExp(vstd::RNG & rand);
  190. void initArmy(vstd::RNG & rand, IArmyDescriptor *dst = nullptr);
  191. void pushPrimSkill(PrimarySkill which, int val);
  192. ui8 maxlevelsToMagicSchool() const;
  193. ui8 maxlevelsToWisdom() const;
  194. void recreateSecondarySkillsBonuses();
  195. void updateSkillBonus(const SecondarySkill & which, int val);
  196. void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
  197. bool hasVisions(const CGObjectInstance * target, BonusSubtypeID masteryLevel) const;
  198. /// If this hero perishes, the scenario is failed
  199. bool isMissionCritical() const;
  200. CGHeroInstance(IGameCallback *cb);
  201. virtual ~CGHeroInstance();
  202. PlayerColor getOwner() const override;
  203. ///ArtBearer
  204. ArtBearer::ArtBearer bearerType() const override;
  205. ///IBonusBearer
  206. CBonusSystemNode & whereShouldBeAttached(CGameState * gs) override;
  207. std::string nodeName() const override;
  208. si32 manaLimit() const override;
  209. ///IConstBonusProvider
  210. const IBonusBearer* getBonusBearer() const override;
  211. CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const;
  212. CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState * gs);
  213. ///spells::Caster
  214. int32_t getCasterUnitId() const override;
  215. int32_t getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool = nullptr) const override;
  216. int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const override;
  217. int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override;
  218. int32_t getEffectLevel(const spells::Spell * spell) const override;
  219. int32_t getEffectPower(const spells::Spell * spell) const override;
  220. int32_t getEnchantPower(const spells::Spell * spell) const override;
  221. int64_t getEffectValue(const spells::Spell * spell) const override;
  222. PlayerColor getCasterOwner() const override;
  223. const CGHeroInstance * getHeroCaster() const override;
  224. void getCasterName(MetaString & text) const override;
  225. void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
  226. void spendMana(ServerCallback * server, const int spellCost) const override;
  227. void attachToBoat(CGBoat* newBoat);
  228. void boatDeserializationFix();
  229. void deserializationFix();
  230. void pickRandomObject(vstd::RNG & rand) override;
  231. void onHeroVisit(const CGHeroInstance * h) const override;
  232. std::string getObjectName() const override;
  233. std::string getHoverText(PlayerColor player) const override;
  234. std::string getMovementPointsTextIfOwner(PlayerColor player) const;
  235. void afterAddToMap(CMap * map) override;
  236. void afterRemoveFromMap(CMap * map) override;
  237. void updateFrom(const JsonNode & data) override;
  238. bool isCoastVisitable() const override;
  239. bool isBlockedVisitable() const override;
  240. BattleField getBattlefield() const override;
  241. bool isCampaignYog() const;
  242. bool isCampaignGem() const;
  243. protected:
  244. void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;//synchr
  245. ///common part of hero instance and hero definition
  246. void serializeCommonOptions(JsonSerializeFormat & handler);
  247. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  248. private:
  249. void levelUpAutomatically(vstd::RNG & rand);
  250. public:
  251. std::string getHeroTypeName() const;
  252. void setHeroTypeName(const std::string & identifier);
  253. void serializeJsonDefinition(JsonSerializeFormat & handler);
  254. template <typename Handler> void serialize(Handler &h)
  255. {
  256. h & static_cast<CArmedInstance&>(*this);
  257. h & static_cast<CArtifactSet&>(*this);
  258. h & exp;
  259. h & level;
  260. h & nameCustomTextId;
  261. h & biographyCustomTextId;
  262. h & customPortraitSource;
  263. h & mana;
  264. h & secSkills;
  265. h & movement;
  266. h & gender;
  267. h & inTownGarrison;
  268. h & spells;
  269. h & patrol;
  270. h & moveDir;
  271. h & skillsInfo;
  272. h & visitedTown;
  273. h & boat;
  274. h & type;
  275. h & commander;
  276. h & visitedObjects;
  277. BONUS_TREE_DESERIALIZATION_FIX
  278. }
  279. };
  280. VCMI_LIB_NAMESPACE_END