CGHeroInstance.h 9.4 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. struct TurnInfo;
  21. class CGHeroPlaceholder : public CGObjectInstance
  22. {
  23. public:
  24. //subID stores id of hero type. If it's 0xff then following field is used
  25. ui8 power;
  26. template <typename Handler> void serialize(Handler &h, const int version)
  27. {
  28. h & static_cast<CGObjectInstance&>(*this);
  29. h & power;
  30. }
  31. };
  32. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public ISpellCaster
  33. {
  34. public:
  35. enum ECanDig
  36. {
  37. CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
  38. };
  39. //////////////////////////////////////////////////////////////////////////
  40. ui8 moveDir; //format: 123
  41. // 8 4
  42. // 765
  43. mutable ui8 isStanding, tacticFormationEnabled;
  44. //////////////////////////////////////////////////////////////////////////
  45. ConstTransitivePtr<CHero> type;
  46. TExpType exp; //experience points
  47. ui32 level; //current level of hero
  48. std::string name; //may be custom
  49. std::string biography; //if custom
  50. si32 portrait; //may be custom
  51. si32 mana; // remaining spell points
  52. 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
  53. ui32 movement; //remaining movement points
  54. ui8 sex;
  55. bool inTownGarrison; // if hero is in town garrison
  56. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  57. ConstTransitivePtr<CCommanderInstance> commander;
  58. const CGBoat *boat; //set to CGBoat when sailing
  59. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  60. //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
  61. std::set<SpellID> spells; //known spells (spell IDs)
  62. std::set<ObjectInstanceID> visitedObjects;
  63. struct DLL_LINKAGE Patrol
  64. {
  65. Patrol(){patrolling=false;initialPos=int3();patrolRadious=-1;};
  66. bool patrolling;
  67. int3 initialPos;
  68. ui32 patrolRadious;
  69. template <typename Handler> void serialize(Handler &h, const int version)
  70. {
  71. h & patrolling & initialPos & patrolRadious;
  72. }
  73. } patrol;
  74. struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
  75. {
  76. bool growsWithLevel;
  77. HeroSpecial(){growsWithLevel = false;};
  78. template <typename Handler> void serialize(Handler &h, const int version)
  79. {
  80. h & static_cast<CBonusSystemNode&>(*this);
  81. h & growsWithLevel;
  82. }
  83. };
  84. std::vector<HeroSpecial*> specialty;
  85. struct DLL_LINKAGE SecondarySkillsInfo
  86. {
  87. //skills are determined, initialized at map start
  88. //FIXME remove mutable
  89. mutable CRandomGenerator rand;
  90. ui8 magicSchoolCounter;
  91. ui8 wisdomCounter;
  92. void resetMagicSchoolCounter();
  93. void resetWisdomCounter();
  94. template <typename Handler> void serialize(Handler &h, const int version)
  95. {
  96. h & magicSchoolCounter & wisdomCounter & rand;
  97. }
  98. } skillsInfo;
  99. //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  100. int getSightRadious() const override; //sight distance (should be used if player-owned structure)
  101. //////////////////////////////////////////////////////////////////////////
  102. int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  103. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
  104. //////////////////////////////////////////////////////////////////////////
  105. bool hasSpellbook() const;
  106. EAlignment::EAlignment getAlignment() const;
  107. const std::string &getBiography() const;
  108. bool needsLastStack()const override;
  109. 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
  110. int getNativeTerrain() const;
  111. ui32 getLowestCreatureSpeed() const;
  112. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  113. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  114. int getCurrentLuck(int stack=-1, bool town=false) const;
  115. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  116. // ----- primary and secondary skill, experience, level handling -----
  117. /// Returns true if hero has lower level than should upon his experience.
  118. bool gainsLevel() const;
  119. /// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
  120. PrimarySkill::PrimarySkill nextPrimarySkill() const;
  121. /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
  122. boost::optional<SecondarySkill> nextSecondarySkill() const;
  123. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  124. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() const;
  125. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  126. /// Returns true if hero has free secondary skill slot.
  127. bool canLearnSkill() const;
  128. void setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs);
  129. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  130. void levelUp(std::vector<SecondarySkill> skills);
  131. int maxMovePoints(bool onLand, const TurnInfo * ti = nullptr) const;
  132. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
  133. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  134. double getFightingStrength() const; // takes attack / defense skill into account
  135. double getMagicStrength() const; // takes knowledge / spell power skill into account
  136. double getHeroStrength() const; // includes fighting and magic strength
  137. ui64 getTotalStrength() const; // includes fighting strength and army strength
  138. TExpType calculateXp(TExpType exp) const; //apply learning skill
  139. 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
  140. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  141. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  142. ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
  143. //////////////////////////////////////////////////////////////////////////
  144. void setType(si32 ID, si32 subID) override;
  145. void initHero();
  146. void initHero(HeroTypeID SUBID);
  147. void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
  148. void putInBackpack(CArtifactInstance *art);
  149. void initExp();
  150. void initArmy(IArmyDescriptor *dst = nullptr);
  151. //void giveArtifact (ui32 aid);
  152. void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
  153. ui8 maxlevelsToMagicSchool() const;
  154. ui8 maxlevelsToWisdom() const;
  155. void Updatespecialty();
  156. void recreateSecondarySkillsBonuses();
  157. void updateSkill(SecondarySkill which, int val);
  158. bool hasVisions(const CGObjectInstance * target, const int subtype) const;
  159. CGHeroInstance();
  160. virtual ~CGHeroInstance();
  161. ///ArtBearer
  162. ArtBearer::ArtBearer bearerType() const override;
  163. ///IBonusBearer
  164. CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
  165. std::string nodeName() const override;
  166. ///ISpellCaster
  167. ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
  168. ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
  169. ///default spell school level for effect calculation
  170. int getEffectLevel(const CSpell * spell) const override;
  171. ///default spell-power for damage/heal calculation
  172. int getEffectPower(const CSpell * spell) const override;
  173. ///default spell-power for timed effects duration
  174. int getEnchantPower(const CSpell * spell) const override;
  175. ///damage/heal override(ignores spell configuration, effect level and effect power)
  176. int getEffectValue(const CSpell * spell) const override;
  177. const PlayerColor getOwner() const override;
  178. void deserializationFix();
  179. void initObj() override;
  180. void onHeroVisit(const CGHeroInstance * h) const override;
  181. std::string getObjectName() const override;
  182. protected:
  183. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  184. private:
  185. void levelUpAutomatically();
  186. public:
  187. template <typename Handler> void serialize(Handler &h, const int version)
  188. {
  189. h & static_cast<CArmedInstance&>(*this);
  190. h & static_cast<CArtifactSet&>(*this);
  191. h & exp & level & name & biography & portrait & mana & secSkills & movement
  192. & sex & inTownGarrison & spells & patrol & moveDir & skillsInfo;
  193. h & visitedTown & boat;
  194. h & type & specialty & commander & visitedObjects;
  195. BONUS_TREE_DESERIALIZATION_FIX
  196. //visitied town pointer will be restored by map serialization method
  197. }
  198. };