CGHeroInstance.h 8.9 KB

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  1. #pragma once
  2. #include "CObjectHandler.h"
  3. #include "CGArmedInstance.h"
  4. #include "../CArtHandler.h" // For CArtifactSet
  5. #include "../CRandomGenerator.h"
  6. /*
  7. * CObjectHandler.h, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. class CHero;
  16. class CGBoat;
  17. class CGHeroPlaceholder : public CGObjectInstance
  18. {
  19. public:
  20. //subID stores id of hero type. If it's 0xff then following field is used
  21. ui8 power;
  22. template <typename Handler> void serialize(Handler &h, const int version)
  23. {
  24. h & static_cast<CGObjectInstance&>(*this);
  25. h & power;
  26. }
  27. };
  28. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
  29. {
  30. public:
  31. enum ECanDig
  32. {
  33. CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
  34. };
  35. //////////////////////////////////////////////////////////////////////////
  36. ui8 moveDir; //format: 123
  37. // 8 4
  38. // 765
  39. mutable ui8 isStanding, tacticFormationEnabled;
  40. //////////////////////////////////////////////////////////////////////////
  41. ConstTransitivePtr<CHero> type;
  42. TExpType exp; //experience points
  43. ui32 level; //current level of hero
  44. std::string name; //may be custom
  45. std::string biography; //if custom
  46. si32 portrait; //may be custom
  47. si32 mana; // remaining spell points
  48. 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
  49. ui32 movement; //remaining movement points
  50. ui8 sex;
  51. bool inTownGarrison; // if hero is in town garrison
  52. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  53. ConstTransitivePtr<CCommanderInstance> commander;
  54. const CGBoat *boat; //set to CGBoat when sailing
  55. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  56. //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
  57. std::set<SpellID> spells; //known spells (spell IDs)
  58. std::set<ObjectInstanceID> visitedObjects;
  59. struct DLL_LINKAGE Patrol
  60. {
  61. Patrol(){patrolling=false;patrolRadious=-1;};
  62. bool patrolling;
  63. ui32 patrolRadious;
  64. template <typename Handler> void serialize(Handler &h, const int version)
  65. {
  66. h & patrolling & patrolRadious;
  67. }
  68. } patrol;
  69. struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
  70. {
  71. bool growsWithLevel;
  72. HeroSpecial(){growsWithLevel = false;};
  73. template <typename Handler> void serialize(Handler &h, const int version)
  74. {
  75. h & static_cast<CBonusSystemNode&>(*this);
  76. h & growsWithLevel;
  77. }
  78. };
  79. std::vector<HeroSpecial*> specialty;
  80. struct DLL_LINKAGE SecondarySkillsInfo
  81. {
  82. //skills are determined, initialized at map start
  83. //FIXME remove mutable
  84. mutable CRandomGenerator rand;
  85. ui8 magicSchoolCounter;
  86. ui8 wisdomCounter;
  87. void resetMagicSchoolCounter();
  88. void resetWisdomCounter();
  89. template <typename Handler> void serialize(Handler &h, const int version)
  90. {
  91. h & magicSchoolCounter & wisdomCounter & rand;
  92. }
  93. } skillsInfo;
  94. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  95. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  96. //////////////////////////////////////////////////////////////////////////
  97. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  98. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  99. //////////////////////////////////////////////////////////////////////////
  100. bool hasSpellbook() const;
  101. EAlignment::EAlignment getAlignment() const;
  102. const std::string &getBiography() const;
  103. bool needsLastStack()const;
  104. 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
  105. ui32 getLowestCreatureSpeed() const;
  106. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  107. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  108. bool canWalkOnSea() const;
  109. int getCurrentLuck(int stack=-1, bool town=false) const;
  110. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  111. // ----- primary and secondary skill, experience, level handling -----
  112. /// Returns true if hero has lower level than should upon his experience.
  113. bool gainsLevel() const;
  114. /// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
  115. PrimarySkill::PrimarySkill nextPrimarySkill() const;
  116. /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
  117. boost::optional<SecondarySkill> nextSecondarySkill() const;
  118. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  119. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() const;
  120. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  121. /// Returns true if hero has free secondary skill slot.
  122. bool canLearnSkill() const;
  123. void setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs);
  124. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  125. void levelUp(std::vector<SecondarySkill> skills);
  126. int maxMovePoints(bool onLand) const;
  127. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
  128. //int getSpellSecLevel(int spell) const; //returns level of secondary ability (fire, water, earth, air magic) known to this hero and applicable to given spell; -1 if error
  129. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  130. double getFightingStrength() const; // takes attack / defense skill into account
  131. double getMagicStrength() const; // takes knowledge / spell power skill into account
  132. double getHeroStrength() const; // includes fighting and magic strength
  133. ui64 getTotalStrength() const; // includes fighting strength and army strength
  134. TExpType calculateXp(TExpType exp) const; //apply learning skill
  135. ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
  136. 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
  137. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  138. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  139. ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
  140. //////////////////////////////////////////////////////////////////////////
  141. void setType(si32 ID, si32 subID);
  142. void initHero();
  143. void initHero(HeroTypeID SUBID);
  144. void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
  145. void putInBackpack(CArtifactInstance *art);
  146. void initExp();
  147. void initArmy(IArmyDescriptor *dst = nullptr);
  148. //void giveArtifact (ui32 aid);
  149. void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
  150. ui8 maxlevelsToMagicSchool() const;
  151. ui8 maxlevelsToWisdom() const;
  152. void Updatespecialty();
  153. void recreateSecondarySkillsBonuses();
  154. void updateSkill(SecondarySkill which, int val);
  155. CGHeroInstance();
  156. virtual ~CGHeroInstance();
  157. //////////////////////////////////////////////////////////////////////////
  158. //
  159. ArtBearer::ArtBearer bearerType() const override;
  160. //////////////////////////////////////////////////////////////////////////
  161. CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
  162. std::string nodeName() const override;
  163. void deserializationFix();
  164. void initObj() override;
  165. void onHeroVisit(const CGHeroInstance * h) const override;
  166. const std::string & getHoverText() const override;
  167. protected:
  168. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  169. private:
  170. void levelUpAutomatically();
  171. public:
  172. template <typename Handler> void serialize(Handler &h, const int version)
  173. {
  174. h & static_cast<CArmedInstance&>(*this);
  175. h & static_cast<CArtifactSet&>(*this);
  176. h & exp & level & name & biography & portrait & mana & secSkills & movement
  177. & sex & inTownGarrison & spells & patrol & moveDir & skillsInfo;
  178. h & visitedTown & boat;
  179. h & type & specialty & commander;
  180. BONUS_TREE_DESERIALIZATION_FIX
  181. //visitied town pointer will be restored by map serialization method
  182. }
  183. };