123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390 |
- /*
- * 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
- *
- */
- #pragma once
- #include <vcmi/spells/Caster.h>
- #include "CArmedInstance.h"
- #include "IOwnableObject.h"
- #include "../bonuses/BonusCache.h"
- #include "../entities/hero/EHeroGender.h"
- #include "../CArtHandler.h" // For CArtifactSet
- VCMI_LIB_NAMESPACE_BEGIN
- class CHero;
- class CGBoat;
- class CGTownInstance;
- class CMap;
- class UpgradeInfo;
- class TurnInfo;
- struct TerrainTile;
- struct TurnInfoCache;
- class DLL_LINKAGE CGHeroPlaceholder : public CGObjectInstance
- {
- public:
- using CGObjectInstance::CGObjectInstance;
- /// if this is placeholder by power, then power rank of desired hero
- std::optional<ui8> powerRank;
- /// if this is placeholder by type, then hero type of desired hero
- std::optional<HeroTypeID> heroType;
- template <typename Handler> void serialize(Handler &h)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & powerRank;
- h & heroType;
- }
-
- protected:
- void serializeJsonOptions(JsonSerializeFormat & handler) override;
- };
- class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public AFactionMember, public ICreatureUpgrader, public IOwnableObject
- {
- // We serialize heroes into JSON for crossover
- friend class CampaignState;
- friend class CMapLoaderH3M;
- friend class CMapFormatJson;
- private:
- PrimarySkillsCache primarySkills;
- MagicSchoolMasteryCache magicSchoolMastery;
- BonusValueCache manaPerKnowledgeCached;
- std::unique_ptr<TurnInfoCache> turnInfoCache;
- std::set<SpellID> spells; //known spells (spell IDs)
- ui32 movement; //remaining movement points
- public:
- //////////////////////////////////////////////////////////////////////////
- //format: 123
- // 8 4
- // 765
- ui8 moveDir;
- mutable ui8 tacticFormationEnabled;
- //////////////////////////////////////////////////////////////////////////
- TExpType exp; //experience points
- ui32 level; //current level of hero
- /// If not NONE - then hero should use portrait from referenced hero type
- HeroTypeID customPortraitSource;
- 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
- EHeroGender gender;
- std::string nameCustomTextId;
- std::string biographyCustomTextId;
- 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 = nullptr; //set to CGBoat when sailing
- static constexpr si32 UNINITIALIZED_MANA = -1;
- static constexpr ui32 UNINITIALIZED_MOVEMENT = -1;
- static constexpr auto UNINITIALIZED_EXPERIENCE = std::numeric_limits<TExpType>::max();
- static const ui32 NO_PATROLLING;
- //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<ObjectInstanceID> visitedObjects;
- struct DLL_LINKAGE Patrol
- {
- bool patrolling{false};
- int3 initialPos;
- ui32 patrolRadius{NO_PATROLLING};
- template <typename Handler> void serialize(Handler &h)
- {
- h & patrolling;
- h & initialPos;
- h & patrolRadius;
- }
- } patrol;
- struct DLL_LINKAGE SecondarySkillsInfo
- {
- ui8 magicSchoolCounter;
- ui8 wisdomCounter;
- SecondarySkillsInfo();
- void resetMagicSchoolCounter();
- void resetWisdomCounter();
- template <typename Handler> void serialize(Handler &h)
- {
- h & magicSchoolCounter;
- h & wisdomCounter;
- }
- } skillsInfo;
- inline bool isInitialized() const
- { // has this hero been on the map at least once?
- return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
- }
- //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
- int getSightRadius() const override; //sight distance (should be used if player-owned structure)
- //////////////////////////////////////////////////////////////////////////
- BoatId 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
- const IObjectInterface * getObject() const override;
- //////////////////////////////////////////////////////////////////////////
- std::string getBiographyTranslated() const;
- std::string getBiographyTextID() const;
- std::string getNameTextID() const;
- std::string getNameTranslated() const;
- HeroTypeID getPortraitSource() const;
- int32_t getIconIndex() const;
- std::string getClassNameTranslated() const;
- std::string getClassNameTextID() const;
- bool hasSpellbook() const;
- int maxSpellLevel() const;
- void addSpellToSpellbook(const SpellID & spell);
- void removeSpellFromSpellbook(const SpellID & spell);
- bool spellbookContainsSpell(const SpellID & spell) const;
- void removeSpellbook();
- const std::set<SpellID> & getSpellsInSpellbook() const;
- EAlignment getAlignment() const;
- bool needsLastStack()const override;
- ResourceSet dailyIncome() const override;
- std::vector<CreatureID> providedCreatures() const override;
- const IOwnableObject * asOwnable() const final;
- //INativeTerrainProvider
- FactionID getFactionID() const override;
- TerrainId getNativeTerrain() const override;
- int getLowestCreatureSpeed() const;
- si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
- si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
- int getCurrentLuck(int stack=-1, bool town=false) const;
- int32_t getSpellCost(const spells::Spell * sp) const; //do not use during battles -> bonuses from army would be ignored
- bool canLearnSpell(const spells::Spell * spell, bool allowBanned = false) const;
- 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
- /// convert given position between map position (CGObjectInstance::pos) and visitable position used for hero interactions
- int3 convertToVisitablePos(const int3 & position) const;
- int3 convertFromVisitablePos(const int3 & position) const;
- // ----- 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 nextPrimarySkill(vstd::RNG & rand) const;
- /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
- std::optional<SecondarySkill> nextSecondarySkill(vstd::RNG & rand) const;
- /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
- std::vector<SecondarySkill> getLevelUpProposedSecondarySkills(vstd::RNG & rand) const;
- ui8 getSecSkillLevel(const SecondarySkill & skill) const; //0 - no skill
- int getPrimSkillLevel(PrimarySkill id) const;
- /// Returns true if hero has free secondary skill slot.
- bool canLearnSkill() const;
- bool canLearnSkill(const SecondarySkill & which) const;
- void setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs);
- void setSecSkillLevel(const SecondarySkill & which, int val, bool abs); // abs == 0 - changes by value; 1 - sets to value
- void levelUp(const std::vector<SecondarySkill> & skills);
- /// returns base movement cost for movement between specific tiles. Does not accounts for diagonal movement or last tile exception
- ui32 getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const;
- void setMovementPoints(int points);
- int movementPointsRemaining() const;
- int movementPointsLimit(bool onLand) const;
- //cached version is much faster, TurnInfo construction is costly
- int movementPointsLimitCached(bool onLand, const TurnInfo * ti) const;
- int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const;
- std::unique_ptr<TurnInfo> getTurnInfo(int days) const;
- double getFightingStrength() const; // takes attack / defense skill into account
- 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
- double getHeroStrength() const; // includes fighting and magic strength
- uint32_t getValueForCampaign() const;
- uint64_t getValueForDiplomacy() const;
-
- ui64 getTotalStrength() const; // includes fighting strength and army strength
- TExpType calculateXp(TExpType exp) const; //apply learning skill
- int getBasePrimarySkillValue(PrimarySkill which) const; //the value of a base-skill without items or temporary bonuses
- CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
- void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const;
- EDiggingStatus diggingStatus() const;
- //////////////////////////////////////////////////////////////////////////
- const CHeroClass * getHeroClass() const;
- HeroClassID getHeroClassID() const;
- const CHero * getHeroType() const;
- HeroTypeID getHeroTypeID() const;
- void setHeroType(HeroTypeID type);
- void initObj(vstd::RNG & rand) override;
- void initHero(vstd::RNG & rand);
- void initHero(vstd::RNG & rand, const HeroTypeID & SUBID);
- ArtPlacementMap putArtifact(const ArtifactPosition & pos, CArtifactInstance * art) override;
- void removeArtifact(const ArtifactPosition & pos) override;
- void initExp(vstd::RNG & rand);
- void initArmy(vstd::RNG & rand, IArmyDescriptor *dst = nullptr);
- void pushPrimSkill(PrimarySkill which, int val);
- ui8 maxlevelsToMagicSchool() const;
- ui8 maxlevelsToWisdom() const;
- void recreateSecondarySkillsBonuses();
- void updateSkillBonus(const SecondarySkill & which, int val);
- void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
- bool hasVisions(const CGObjectInstance * target, BonusSubtypeID masteryLevel) const;
- /// If this hero perishes, the scenario is failed
- bool isMissionCritical() const;
- CGHeroInstance(IGameCallback *cb);
- virtual ~CGHeroInstance();
- PlayerColor getOwner() const override;
- ///ArtBearer
- ArtBearer::ArtBearer bearerType() const override;
- ///IBonusBearer
- CBonusSystemNode & whereShouldBeAttached(CGameState * gs) override;
- std::string nodeName() const override;
- si32 manaLimit() const override;
- ///IConstBonusProvider
- const IBonusBearer* getBonusBearer() const override;
- CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const;
- CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState * gs);
- ///spells::Caster
- int32_t getCasterUnitId() const override;
- int32_t getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool = nullptr) const override;
- int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const override;
- int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override;
- int32_t getEffectLevel(const spells::Spell * spell) const override;
- int32_t getEffectPower(const spells::Spell * spell) const override;
- int32_t getEnchantPower(const spells::Spell * spell) const override;
- int64_t getEffectValue(const spells::Spell * spell) const override;
- PlayerColor getCasterOwner() const override;
- const CGHeroInstance * getHeroCaster() const override;
- void getCasterName(MetaString & text) const override;
- void getCastDescription(const spells::Spell * spell, const battle::Units & attacked, MetaString & text) const override;
- void spendMana(ServerCallback * server, const int spellCost) const override;
- void attachToBoat(CGBoat* newBoat);
- void boatDeserializationFix();
- void deserializationFix();
- void updateAppearance();
- void pickRandomObject(vstd::RNG & rand) override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- std::string getObjectName() const override;
- std::string getHoverText(PlayerColor player) const override;
- std::string getMovementPointsTextIfOwner(PlayerColor player) const;
- TObjectTypeHandler getObjectHandler() const override;
- void afterAddToMap(CMap * map) override;
- void afterRemoveFromMap(CMap * map) override;
- void updateFrom(const JsonNode & data) override;
- bool isCoastVisitable() const override;
- bool isBlockedVisitable() const override;
- BattleField getBattlefield() const override;
- bool isCampaignYog() const;
- bool isCampaignGem() const;
- protected:
- void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;//synchr
- ///common part of hero instance and hero definition
- void serializeCommonOptions(JsonSerializeFormat & handler);
- void serializeJsonOptions(JsonSerializeFormat & handler) override;
- private:
- void levelUpAutomatically(vstd::RNG & rand);
- public:
- std::string getHeroTypeName() const;
- void setHeroTypeName(const std::string & identifier);
- void serializeJsonDefinition(JsonSerializeFormat & handler);
- template <typename Handler> void serialize(Handler &h)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & static_cast<CArtifactSet&>(*this);
- h & exp;
- h & level;
- h & nameCustomTextId;
- h & biographyCustomTextId;
- h & customPortraitSource;
- h & mana;
- h & secSkills;
- h & movement;
- h & gender;
- h & inTownGarrison;
- h & spells;
- h & patrol;
- h & moveDir;
- h & skillsInfo;
- h & visitedTown;
- h & boat;
- if (h.version < Handler::Version::REMOVE_TOWN_PTR)
- {
- HeroTypeID type;
- bool isNull = false;
- h & isNull;
- if(!isNull)
- h & type;
- }
- h & commander;
- h & visitedObjects;
- BONUS_TREE_DESERIALIZATION_FIX
- }
- };
- VCMI_LIB_NAMESPACE_END
|