CGHeroInstance.h 14 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 "../entities/hero/EHeroGender.h"
  15. #include "../CArtHandler.h" // For CArtifactSet
  16. VCMI_LIB_NAMESPACE_BEGIN
  17. class CHero;
  18. class CGBoat;
  19. class CGTownInstance;
  20. class CMap;
  21. struct TerrainTile;
  22. struct TurnInfo;
  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. TExpType exp; //experience points
  59. ui32 level; //current level of hero
  60. /// If not NONE - then hero should use portrait from referenced hero type
  61. HeroTypeID customPortraitSource;
  62. si32 mana; // remaining spell points
  63. 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
  64. EHeroGender gender;
  65. std::string nameCustomTextId;
  66. std::string biographyCustomTextId;
  67. bool inTownGarrison; // if hero is in town garrison
  68. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  69. ConstTransitivePtr<CCommanderInstance> commander;
  70. const CGBoat * boat = nullptr; //set to CGBoat when sailing
  71. static constexpr si32 UNINITIALIZED_MANA = -1;
  72. static constexpr ui32 UNINITIALIZED_MOVEMENT = -1;
  73. static constexpr auto UNINITIALIZED_EXPERIENCE = std::numeric_limits<TExpType>::max();
  74. static const ui32 NO_PATROLLING;
  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. bool patrolling{false};
  81. int3 initialPos;
  82. ui32 patrolRadius{NO_PATROLLING};
  83. template <typename Handler> void serialize(Handler &h)
  84. {
  85. h & patrolling;
  86. h & initialPos;
  87. h & patrolRadius;
  88. }
  89. } patrol;
  90. struct DLL_LINKAGE SecondarySkillsInfo
  91. {
  92. ui8 magicSchoolCounter;
  93. ui8 wisdomCounter;
  94. SecondarySkillsInfo();
  95. void resetMagicSchoolCounter();
  96. void resetWisdomCounter();
  97. template <typename Handler> void serialize(Handler &h)
  98. {
  99. h & magicSchoolCounter;
  100. h & wisdomCounter;
  101. }
  102. } skillsInfo;
  103. inline bool isInitialized() const
  104. { // has this hero been on the map at least once?
  105. return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
  106. }
  107. //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  108. int getSightRadius() const override; //sight distance (should be used if player-owned structure)
  109. //////////////////////////////////////////////////////////////////////////
  110. BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  111. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
  112. const IObjectInterface * getObject() const override;
  113. //////////////////////////////////////////////////////////////////////////
  114. std::string getBiographyTranslated() const;
  115. std::string getBiographyTextID() const;
  116. std::string getNameTextID() const;
  117. std::string getNameTranslated() const;
  118. HeroTypeID getPortraitSource() const;
  119. int32_t getIconIndex() const;
  120. std::string getClassNameTranslated() const;
  121. std::string getClassNameTextID() const;
  122. bool hasSpellbook() const;
  123. int maxSpellLevel() const;
  124. void addSpellToSpellbook(const SpellID & spell);
  125. void removeSpellFromSpellbook(const SpellID & spell);
  126. bool spellbookContainsSpell(const SpellID & spell) const;
  127. void removeSpellbook();
  128. const std::set<SpellID> & getSpellsInSpellbook() const;
  129. EAlignment getAlignment() const;
  130. bool needsLastStack()const override;
  131. ResourceSet dailyIncome() const override;
  132. std::vector<CreatureID> providedCreatures() const override;
  133. const IOwnableObject * asOwnable() const final;
  134. //INativeTerrainProvider
  135. FactionID getFactionID() const override;
  136. TerrainId getNativeTerrain() const override;
  137. int getLowestCreatureSpeed() const;
  138. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  139. si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
  140. int getCurrentLuck(int stack=-1, bool town=false) const;
  141. int32_t getSpellCost(const spells::Spell * sp) const; //do not use during battles -> bonuses from army would be ignored
  142. bool canLearnSpell(const spells::Spell * spell, bool allowBanned = false) const;
  143. 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
  144. /// convert given position between map position (CGObjectInstance::pos) and visitable position used for hero interactions
  145. int3 convertToVisitablePos(const int3 & position) const;
  146. int3 convertFromVisitablePos(const int3 & position) const;
  147. // ----- primary and secondary skill, experience, level handling -----
  148. /// Returns true if hero has lower level than should upon his experience.
  149. bool gainsLevel() const;
  150. /// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
  151. PrimarySkill nextPrimarySkill(vstd::RNG & rand) const;
  152. /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
  153. std::optional<SecondarySkill> nextSecondarySkill(vstd::RNG & rand) const;
  154. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  155. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills(vstd::RNG & rand) const;
  156. ui8 getSecSkillLevel(const SecondarySkill & skill) const; //0 - no skill
  157. /// Returns true if hero has free secondary skill slot.
  158. bool canLearnSkill() const;
  159. bool canLearnSkill(const SecondarySkill & which) const;
  160. void setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs);
  161. void setSecSkillLevel(const SecondarySkill & which, int val, bool abs); // abs == 0 - changes by value; 1 - sets to value
  162. void levelUp(const std::vector<SecondarySkill> & skills);
  163. /// returns base movement cost for movement between specific tiles. Does not accounts for diagonal movement or last tile exception
  164. ui32 getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const;
  165. void setMovementPoints(int points);
  166. int movementPointsRemaining() const;
  167. int movementPointsLimit(bool onLand) const;
  168. //cached version is much faster, TurnInfo construction is costly
  169. int movementPointsLimitCached(bool onLand, const TurnInfo * ti) const;
  170. //update army movement bonus
  171. void updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const;
  172. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
  173. double getFightingStrength() const; // takes attack / defense skill into account
  174. 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
  175. double getMagicStrengthForCampaign() const; // takes knowledge / spell power skill into account
  176. double getHeroStrength() const; // includes fighting and magic strength
  177. double getHeroStrengthForCampaign() const; // includes fighting and the for-campaign-version of magic strength
  178. ui64 getTotalStrength() const; // includes fighting strength and army strength
  179. TExpType calculateXp(TExpType exp) const; //apply learning skill
  180. int getBasePrimarySkillValue(PrimarySkill which) const; //the value of a base-skill without items or temporary bonuses
  181. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  182. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const;
  183. EDiggingStatus diggingStatus() const;
  184. //////////////////////////////////////////////////////////////////////////
  185. const CHeroClass * getHeroClass() const;
  186. HeroClassID getHeroClassID() const;
  187. const CHero * getHeroType() const;
  188. HeroTypeID getHeroTypeID() const;
  189. void setHeroType(HeroTypeID type);
  190. void initObj(vstd::RNG & rand) override;
  191. void initHero(vstd::RNG & rand);
  192. void initHero(vstd::RNG & rand, const HeroTypeID & SUBID);
  193. ArtPlacementMap putArtifact(const ArtifactPosition & pos, CArtifactInstance * art) override;
  194. void removeArtifact(const ArtifactPosition & pos) override;
  195. void initExp(vstd::RNG & rand);
  196. void initArmy(vstd::RNG & rand, IArmyDescriptor *dst = nullptr);
  197. void pushPrimSkill(PrimarySkill which, int val);
  198. ui8 maxlevelsToMagicSchool() const;
  199. ui8 maxlevelsToWisdom() const;
  200. void recreateSecondarySkillsBonuses();
  201. void updateSkillBonus(const SecondarySkill & which, int val);
  202. void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
  203. bool hasVisions(const CGObjectInstance * target, BonusSubtypeID masteryLevel) const;
  204. /// If this hero perishes, the scenario is failed
  205. bool isMissionCritical() const;
  206. CGHeroInstance(IGameCallback *cb);
  207. virtual ~CGHeroInstance();
  208. PlayerColor getOwner() const override;
  209. ///ArtBearer
  210. ArtBearer::ArtBearer bearerType() const override;
  211. ///IBonusBearer
  212. CBonusSystemNode & whereShouldBeAttached(CGameState * gs) override;
  213. std::string nodeName() const override;
  214. si32 manaLimit() const override;
  215. ///IConstBonusProvider
  216. const IBonusBearer* getBonusBearer() const override;
  217. CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const;
  218. CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState * gs);
  219. ///spells::Caster
  220. int32_t getCasterUnitId() const override;
  221. int32_t getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool = nullptr) const override;
  222. int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const override;
  223. int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override;
  224. int32_t getEffectLevel(const spells::Spell * spell) const override;
  225. int32_t getEffectPower(const spells::Spell * spell) const override;
  226. int32_t getEnchantPower(const spells::Spell * spell) const override;
  227. int64_t getEffectValue(const spells::Spell * spell) const override;
  228. PlayerColor getCasterOwner() const override;
  229. const CGHeroInstance * getHeroCaster() const override;
  230. void getCasterName(MetaString & text) const override;
  231. void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
  232. void spendMana(ServerCallback * server, const int spellCost) const override;
  233. void attachToBoat(CGBoat* newBoat);
  234. void boatDeserializationFix();
  235. void deserializationFix();
  236. void updateAppearance();
  237. void pickRandomObject(vstd::RNG & rand) override;
  238. void onHeroVisit(const CGHeroInstance * h) const override;
  239. std::string getObjectName() const override;
  240. std::string getHoverText(PlayerColor player) const override;
  241. std::string getMovementPointsTextIfOwner(PlayerColor player) const;
  242. TObjectTypeHandler getObjectHandler() const override;
  243. void afterAddToMap(CMap * map) override;
  244. void afterRemoveFromMap(CMap * map) override;
  245. void updateFrom(const JsonNode & data) override;
  246. bool isCoastVisitable() const override;
  247. bool isBlockedVisitable() const override;
  248. BattleField getBattlefield() const override;
  249. bool isCampaignYog() const;
  250. bool isCampaignGem() const;
  251. protected:
  252. void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;//synchr
  253. ///common part of hero instance and hero definition
  254. void serializeCommonOptions(JsonSerializeFormat & handler);
  255. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  256. private:
  257. void levelUpAutomatically(vstd::RNG & rand);
  258. public:
  259. std::string getHeroTypeName() const;
  260. void setHeroTypeName(const std::string & identifier);
  261. void serializeJsonDefinition(JsonSerializeFormat & handler);
  262. template <typename Handler> void serialize(Handler &h)
  263. {
  264. h & static_cast<CArmedInstance&>(*this);
  265. h & static_cast<CArtifactSet&>(*this);
  266. h & exp;
  267. h & level;
  268. h & nameCustomTextId;
  269. h & biographyCustomTextId;
  270. h & customPortraitSource;
  271. h & mana;
  272. h & secSkills;
  273. h & movement;
  274. h & gender;
  275. h & inTownGarrison;
  276. h & spells;
  277. h & patrol;
  278. h & moveDir;
  279. h & skillsInfo;
  280. h & visitedTown;
  281. h & boat;
  282. if (h.version < Handler::Version::REMOVE_TOWN_PTR)
  283. {
  284. HeroTypeID type;
  285. bool isNull = false;
  286. h & isNull;
  287. if(!isNull)
  288. h & type;
  289. }
  290. h & commander;
  291. h & visitedObjects;
  292. BONUS_TREE_DESERIALIZATION_FIX
  293. }
  294. };
  295. VCMI_LIB_NAMESPACE_END