CGHeroInstance.h 11 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 "CObjectHandler.h"
  12. #include "CArmedInstance.h"
  13. #include "../spells/Magic.h"
  14. #include "../CArtHandler.h" // For CArtifactSet
  15. #include "../CRandomGenerator.h"
  16. class CHero;
  17. class CGBoat;
  18. class CGTownInstance;
  19. class CMap;
  20. struct TerrainTile;
  21. struct TurnInfo;
  22. class CGHeroPlaceholder : public CGObjectInstance
  23. {
  24. public:
  25. //subID stores id of hero type. If it's 0xff then following field is used
  26. ui8 power;
  27. template <typename Handler> void serialize(Handler &h, const int version)
  28. {
  29. h & static_cast<CGObjectInstance&>(*this);
  30. h & power;
  31. }
  32. };
  33. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster
  34. {
  35. public:
  36. //////////////////////////////////////////////////////////////////////////
  37. ui8 moveDir; //format: 123
  38. // 8 4
  39. // 765
  40. mutable ui8 isStanding, tacticFormationEnabled;
  41. //////////////////////////////////////////////////////////////////////////
  42. ConstTransitivePtr<CHero> type;
  43. TExpType exp; //experience points
  44. ui32 level; //current level of hero
  45. std::string name; //may be custom
  46. std::string biography; //if custom
  47. si32 portrait; //may be custom
  48. si32 mana; // remaining spell points
  49. 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
  50. ui32 movement; //remaining movement points
  51. ui8 sex;
  52. bool inTownGarrison; // if hero is in town garrison
  53. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  54. ConstTransitivePtr<CCommanderInstance> commander;
  55. const CGBoat *boat; //set to CGBoat when sailing
  56. static const si32 UNINITIALIZED_PORTRAIT = -1;
  57. static const si32 UNINITIALIZED_MANA = -1;
  58. static const ui32 UNINITIALIZED_MOVEMENT = -1;
  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();patrolRadius=-1;};
  66. bool patrolling;
  67. int3 initialPos;
  68. ui32 patrolRadius;
  69. template <typename Handler> void serialize(Handler &h, const int version)
  70. {
  71. h & patrolling;
  72. if(version >= 755) //save format backward compatibility
  73. {
  74. h & initialPos;
  75. }
  76. else if(!h.saving)
  77. {
  78. patrolling = false;
  79. initialPos = int3();
  80. }
  81. h & patrolRadius;
  82. }
  83. } patrol;
  84. // deprecated - used only for loading of old saves
  85. struct HeroSpecial : CBonusSystemNode
  86. {
  87. bool growsWithLevel;
  88. HeroSpecial(){growsWithLevel = false;};
  89. template <typename Handler> void serialize(Handler &h, const int version)
  90. {
  91. h & static_cast<CBonusSystemNode&>(*this);
  92. h & growsWithLevel;
  93. }
  94. };
  95. struct DLL_LINKAGE SecondarySkillsInfo
  96. {
  97. //skills are determined, initialized at map start
  98. //FIXME remove mutable
  99. mutable CRandomGenerator rand;
  100. ui8 magicSchoolCounter;
  101. ui8 wisdomCounter;
  102. SecondarySkillsInfo();
  103. void resetMagicSchoolCounter();
  104. void resetWisdomCounter();
  105. template <typename Handler> void serialize(Handler &h, const int version)
  106. {
  107. h & magicSchoolCounter;
  108. h & wisdomCounter;
  109. h & rand;
  110. }
  111. } skillsInfo;
  112. inline bool isInitialized() const
  113. { // has this hero been on the map at least once?
  114. return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
  115. }
  116. //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  117. int getSightRadius() const override; //sight distance (should be used if player-owned structure)
  118. //////////////////////////////////////////////////////////////////////////
  119. int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  120. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
  121. //////////////////////////////////////////////////////////////////////////
  122. bool hasSpellbook() const;
  123. int maxSpellLevel() const;
  124. EAlignment::EAlignment getAlignment() const;
  125. const std::string &getBiography() const;
  126. bool needsLastStack()const override;
  127. TFaction getFaction() const;
  128. 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
  129. int getNativeTerrain() const;
  130. ui32 getLowestCreatureSpeed() const;
  131. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  132. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  133. si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
  134. int getCurrentLuck(int stack=-1, bool town=false) const;
  135. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  136. bool canLearnSpell(const CSpell * spell) const;
  137. // ----- primary and secondary skill, experience, level handling -----
  138. /// Returns true if hero has lower level than should upon his experience.
  139. bool gainsLevel() const;
  140. /// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
  141. PrimarySkill::PrimarySkill nextPrimarySkill(CRandomGenerator & rand) const;
  142. /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
  143. boost::optional<SecondarySkill> nextSecondarySkill(CRandomGenerator & rand) const;
  144. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  145. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() const;
  146. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  147. /// Returns true if hero has free secondary skill slot.
  148. bool canLearnSkill() const;
  149. void setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs);
  150. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  151. void levelUp(std::vector<SecondarySkill> skills);
  152. int maxMovePoints(bool onLand, const TurnInfo * ti = nullptr) const;
  153. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
  154. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  155. double getFightingStrength() const; // takes attack / defense skill into account
  156. double getMagicStrength() const; // takes knowledge / spell power skill into account
  157. double getHeroStrength() const; // includes fighting and magic strength
  158. ui64 getTotalStrength() const; // includes fighting strength and army strength
  159. TExpType calculateXp(TExpType exp) const; //apply learning skill
  160. 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
  161. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  162. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const;
  163. EDiggingStatus diggingStatus() const;
  164. //////////////////////////////////////////////////////////////////////////
  165. void setType(si32 ID, si32 subID) override;
  166. void initHero(CRandomGenerator & rand);
  167. void initHero(CRandomGenerator & rand, HeroTypeID SUBID);
  168. void putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;
  169. void putInBackpack(CArtifactInstance *art);
  170. void initExp(CRandomGenerator & rand);
  171. void initArmy(CRandomGenerator & rand, IArmyDescriptor *dst = nullptr);
  172. //void giveArtifact (ui32 aid);
  173. void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
  174. ui8 maxlevelsToMagicSchool() const;
  175. ui8 maxlevelsToWisdom() const;
  176. void recreateSecondarySkillsBonuses();
  177. void updateSkillBonus(SecondarySkill which, int val);
  178. bool hasVisions(const CGObjectInstance * target, const int subtype) const;
  179. /// If this hero perishes, the scenario is failed
  180. bool isMissionCritical() const;
  181. CGHeroInstance();
  182. virtual ~CGHeroInstance();
  183. ///ArtBearer
  184. ArtBearer::ArtBearer bearerType() const override;
  185. ///IBonusBearer
  186. CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
  187. std::string nodeName() const override;
  188. ///spells::Caster
  189. int32_t getCasterUnitId() const override;
  190. ui8 getSpellSchoolLevel(const spells::Spell * spell, int * outSelectedSchool = nullptr) const override;
  191. int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const override;
  192. int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override;
  193. int getEffectLevel(const spells::Spell * spell) const override;
  194. int getEffectPower(const spells::Spell * spell) const override;
  195. int getEnchantPower(const spells::Spell * spell) const override;
  196. int64_t getEffectValue(const spells::Spell * spell) const override;
  197. const PlayerColor getOwner() const override;
  198. void getCasterName(MetaString & text) const override;
  199. void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
  200. void spendMana(const spells::PacketSender * server, const int spellCost) const override;
  201. void deserializationFix();
  202. void initObj(CRandomGenerator & rand) override;
  203. void onHeroVisit(const CGHeroInstance * h) const override;
  204. std::string getObjectName() const override;
  205. void afterAddToMap(CMap * map) override;
  206. protected:
  207. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  208. ///common part of hero instance and hero definition
  209. void serializeCommonOptions(JsonSerializeFormat & handler);
  210. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  211. private:
  212. void levelUpAutomatically(CRandomGenerator & rand);
  213. void recreateSpecialtyBonuses(std::vector<HeroSpecial*> & specialtyDeprecated);
  214. public:
  215. std::string getHeroTypeName() const;
  216. void setHeroTypeName(const std::string & identifier);
  217. void serializeJsonDefinition(JsonSerializeFormat & handler);
  218. template <typename Handler> void serialize(Handler &h, const int version)
  219. {
  220. h & static_cast<CArmedInstance&>(*this);
  221. h & static_cast<CArtifactSet&>(*this);
  222. h & exp;
  223. h & level;
  224. h & name;
  225. h & biography;
  226. h & portrait;
  227. h & mana;
  228. h & secSkills;
  229. h & movement;
  230. h & sex;
  231. h & inTownGarrison;
  232. h & spells;
  233. h & patrol;
  234. h & moveDir;
  235. h & skillsInfo;
  236. h & visitedTown;
  237. h & boat;
  238. h & type;
  239. if(version < 781)
  240. {
  241. std::vector<HeroSpecial*> specialtyDeprecated;
  242. h & specialtyDeprecated;
  243. if(!h.saving)
  244. recreateSpecialtyBonuses(specialtyDeprecated);
  245. }
  246. h & commander;
  247. h & visitedObjects;
  248. BONUS_TREE_DESERIALIZATION_FIX
  249. //visitied town pointer will be restored by map serialization method
  250. if(version < 777 && !h.saving)
  251. recreateSecondarySkillsBonuses();
  252. }
  253. };