CGHeroInstance.h 9.1 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. class CGHeroPlaceholder : public CGObjectInstance
  21. {
  22. public:
  23. //subID stores id of hero type. If it's 0xff then following field is used
  24. ui8 power;
  25. template <typename Handler> void serialize(Handler &h, const int version)
  26. {
  27. h & static_cast<CGObjectInstance&>(*this);
  28. h & power;
  29. }
  30. };
  31. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public ISpellCaster
  32. {
  33. public:
  34. enum ECanDig
  35. {
  36. CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
  37. };
  38. //////////////////////////////////////////////////////////////////////////
  39. ui8 moveDir; //format: 123
  40. // 8 4
  41. // 765
  42. mutable ui8 isStanding, tacticFormationEnabled;
  43. //////////////////////////////////////////////////////////////////////////
  44. ConstTransitivePtr<CHero> type;
  45. TExpType exp; //experience points
  46. ui32 level; //current level of hero
  47. std::string name; //may be custom
  48. std::string biography; //if custom
  49. si32 portrait; //may be custom
  50. si32 mana; // remaining spell points
  51. 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
  52. ui32 movement; //remaining movement points
  53. ui8 sex;
  54. bool inTownGarrison; // if hero is in town garrison
  55. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  56. ConstTransitivePtr<CCommanderInstance> commander;
  57. const CGBoat *boat; //set to CGBoat when sailing
  58. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  59. //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
  60. std::set<SpellID> spells; //known spells (spell IDs)
  61. std::set<ObjectInstanceID> visitedObjects;
  62. struct DLL_LINKAGE Patrol
  63. {
  64. Patrol(){patrolling=false;patrolRadious=-1;};
  65. bool patrolling;
  66. ui32 patrolRadious;
  67. template <typename Handler> void serialize(Handler &h, const int version)
  68. {
  69. h & patrolling & patrolRadious;
  70. }
  71. } patrol;
  72. struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
  73. {
  74. bool growsWithLevel;
  75. HeroSpecial(){growsWithLevel = false;};
  76. template <typename Handler> void serialize(Handler &h, const int version)
  77. {
  78. h & static_cast<CBonusSystemNode&>(*this);
  79. h & growsWithLevel;
  80. }
  81. };
  82. std::vector<HeroSpecial*> specialty;
  83. struct DLL_LINKAGE SecondarySkillsInfo
  84. {
  85. //skills are determined, initialized at map start
  86. //FIXME remove mutable
  87. mutable CRandomGenerator rand;
  88. ui8 magicSchoolCounter;
  89. ui8 wisdomCounter;
  90. void resetMagicSchoolCounter();
  91. void resetWisdomCounter();
  92. template <typename Handler> void serialize(Handler &h, const int version)
  93. {
  94. h & magicSchoolCounter & wisdomCounter & rand;
  95. }
  96. } skillsInfo;
  97. //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  98. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  99. //////////////////////////////////////////////////////////////////////////
  100. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  101. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  102. //////////////////////////////////////////////////////////////////////////
  103. bool hasSpellbook() const;
  104. EAlignment::EAlignment getAlignment() const;
  105. const std::string &getBiography() const;
  106. bool needsLastStack()const;
  107. ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
  108. ui32 getLowestCreatureSpeed() const;
  109. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  110. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  111. bool canWalkOnSea() const;
  112. int getCurrentLuck(int stack=-1, bool town=false) const;
  113. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  114. // ----- primary and secondary skill, experience, level handling -----
  115. /// Returns true if hero has lower level than should upon his experience.
  116. bool gainsLevel() const;
  117. /// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
  118. PrimarySkill::PrimarySkill nextPrimarySkill() const;
  119. /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
  120. boost::optional<SecondarySkill> nextSecondarySkill() const;
  121. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  122. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() const;
  123. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  124. /// Returns true if hero has free secondary skill slot.
  125. bool canLearnSkill() const;
  126. void setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs);
  127. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  128. void levelUp(std::vector<SecondarySkill> skills);
  129. int maxMovePoints(bool onLand) const;
  130. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
  131. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  132. double getFightingStrength() const; // takes attack / defense skill into account
  133. double getMagicStrength() const; // takes knowledge / spell power skill into account
  134. double getHeroStrength() const; // includes fighting and magic strength
  135. ui64 getTotalStrength() const; // includes fighting strength and army strength
  136. TExpType calculateXp(TExpType exp) const; //apply learning skill
  137. 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
  138. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  139. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  140. ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
  141. //////////////////////////////////////////////////////////////////////////
  142. void setType(si32 ID, si32 subID);
  143. void initHero();
  144. void initHero(HeroTypeID SUBID);
  145. void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
  146. void putInBackpack(CArtifactInstance *art);
  147. void initExp();
  148. void initArmy(IArmyDescriptor *dst = nullptr);
  149. //void giveArtifact (ui32 aid);
  150. void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
  151. ui8 maxlevelsToMagicSchool() const;
  152. ui8 maxlevelsToWisdom() const;
  153. void Updatespecialty();
  154. void recreateSecondarySkillsBonuses();
  155. void updateSkill(SecondarySkill which, int val);
  156. bool hasVisions(const CGObjectInstance * target, const int subtype) const;
  157. CGHeroInstance();
  158. virtual ~CGHeroInstance();
  159. ///ArtBearer
  160. ArtBearer::ArtBearer bearerType() const override;
  161. ///IBonusBearer
  162. CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
  163. std::string nodeName() const override;
  164. ///ISpellCaster
  165. ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
  166. ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
  167. ///default spell school level for effect calculation
  168. int getEffectLevel(const CSpell * spell) const override;
  169. ///default spell-power for damage/heal calculation
  170. int getEffectPower(const CSpell * spell) const override;
  171. ///default spell-power for timed effects duration
  172. int getEnchantPower(const CSpell * spell) const override;
  173. ///damage/heal override(ignores spell configuration, effect level and effect power)
  174. int getEffectValue(const CSpell * spell) const override;
  175. void deserializationFix();
  176. void initObj() override;
  177. void onHeroVisit(const CGHeroInstance * h) const override;
  178. std::string getObjectName() const override;
  179. protected:
  180. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  181. private:
  182. void levelUpAutomatically();
  183. public:
  184. template <typename Handler> void serialize(Handler &h, const int version)
  185. {
  186. h & static_cast<CArmedInstance&>(*this);
  187. h & static_cast<CArtifactSet&>(*this);
  188. h & exp & level & name & biography & portrait & mana & secSkills & movement
  189. & sex & inTownGarrison & spells & patrol & moveDir & skillsInfo;
  190. h & visitedTown & boat;
  191. h & type & specialty & commander & visitedObjects;
  192. BONUS_TREE_DESERIALIZATION_FIX
  193. //visitied town pointer will be restored by map serialization method
  194. }
  195. };