CGHeroInstance.h 13 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 "../CArtHandler.h" // For CArtifactSet
  14. VCMI_LIB_NAMESPACE_BEGIN
  15. class CHero;
  16. class CGBoat;
  17. class CGTownInstance;
  18. class CMap;
  19. struct TerrainTile;
  20. struct TurnInfo;
  21. enum class EHeroGender : uint8_t;
  22. class DLL_LINKAGE CGHeroPlaceholder : public CGObjectInstance
  23. {
  24. public:
  25. /// if this is placeholder by power, then power rank of desired hero
  26. std::optional<ui8> powerRank;
  27. /// if this is placeholder by type, then hero type of desired hero
  28. std::optional<HeroTypeID> heroType;
  29. template <typename Handler> void serialize(Handler &h, const int version)
  30. {
  31. h & static_cast<CGObjectInstance&>(*this);
  32. h & powerRank;
  33. h & heroType;
  34. }
  35. protected:
  36. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  37. };
  38. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public AFactionMember, public ICreatureUpgrader
  39. {
  40. // We serialize heroes into JSON for crossover
  41. friend class CampaignState;
  42. friend class CMapLoaderH3M;
  43. friend class CMapFormatJson;
  44. private:
  45. std::set<SpellID> spells; //known spells (spell IDs)
  46. mutable int lowestCreatureSpeed;
  47. ui32 movement; //remaining movement points
  48. public:
  49. //////////////////////////////////////////////////////////////////////////
  50. //format: 123
  51. // 8 4
  52. // 765
  53. ui8 moveDir;
  54. mutable ui8 tacticFormationEnabled;
  55. //////////////////////////////////////////////////////////////////////////
  56. ConstTransitivePtr<CHero> type;
  57. TExpType exp; //experience points
  58. ui32 level; //current level of hero
  59. /// If not NONE - then hero should use portrait from referenced hero type
  60. HeroTypeID customPortraitSource;
  61. si32 mana; // remaining spell points
  62. 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
  63. EHeroGender gender;
  64. std::string nameCustomTextId;
  65. std::string biographyCustomTextId;
  66. bool inTownGarrison; // if hero is in town garrison
  67. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  68. ConstTransitivePtr<CCommanderInstance> commander;
  69. const CGBoat * boat = nullptr; //set to CGBoat when sailing
  70. static constexpr si32 UNINITIALIZED_MANA = -1;
  71. static constexpr ui32 UNINITIALIZED_MOVEMENT = -1;
  72. static constexpr TExpType UNINITIALIZED_EXPERIENCE = std::numeric_limits<TExpType>::max();
  73. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  74. //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
  75. std::set<ObjectInstanceID> visitedObjects;
  76. struct DLL_LINKAGE Patrol
  77. {
  78. Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;};
  79. bool patrolling;
  80. int3 initialPos;
  81. ui32 patrolRadius;
  82. template <typename Handler> void serialize(Handler &h, const int version)
  83. {
  84. h & patrolling;
  85. h & initialPos;
  86. h & patrolRadius;
  87. }
  88. } patrol;
  89. struct DLL_LINKAGE SecondarySkillsInfo
  90. {
  91. //skills are determined, initialized at map start
  92. //FIXME remove mutable
  93. mutable CRandomGenerator rand;
  94. ui8 magicSchoolCounter;
  95. ui8 wisdomCounter;
  96. SecondarySkillsInfo();
  97. void resetMagicSchoolCounter();
  98. void resetWisdomCounter();
  99. template <typename Handler> void serialize(Handler &h, const int version)
  100. {
  101. h & magicSchoolCounter;
  102. h & wisdomCounter;
  103. h & rand;
  104. }
  105. } skillsInfo;
  106. inline bool isInitialized() const
  107. { // has this hero been on the map at least once?
  108. return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
  109. }
  110. //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  111. int getSightRadius() const override; //sight distance (should be used if player-owned structure)
  112. //////////////////////////////////////////////////////////////////////////
  113. BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  114. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
  115. const IObjectInterface * getObject() const override;
  116. //////////////////////////////////////////////////////////////////////////
  117. std::string getBiographyTranslated() const;
  118. std::string getNameTranslated() const;
  119. HeroTypeID getPortraitSource() const;
  120. int32_t getIconIndex() const;
  121. private:
  122. std::string getNameTextID() const;
  123. std::string getBiographyTextID() const;
  124. public:
  125. bool hasSpellbook() const;
  126. int maxSpellLevel() const;
  127. void addSpellToSpellbook(const SpellID & spell);
  128. void removeSpellFromSpellbook(const SpellID & spell);
  129. bool spellbookContainsSpell(const SpellID & spell) const;
  130. void removeSpellbook();
  131. const std::set<SpellID> & getSpellsInSpellbook() const;
  132. EAlignment getAlignment() const;
  133. bool needsLastStack()const override;
  134. //INativeTerrainProvider
  135. FactionID getFaction() 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(CRandomGenerator & 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(CRandomGenerator & rand) const;
  154. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  155. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() 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 into account
  175. double getHeroStrength() const; // includes fighting and magic strength
  176. ui64 getTotalStrength() const; // includes fighting strength and army strength
  177. TExpType calculateXp(TExpType exp) const; //apply learning skill
  178. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  179. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const;
  180. EDiggingStatus diggingStatus() const;
  181. //////////////////////////////////////////////////////////////////////////
  182. HeroTypeID getHeroType() const;
  183. void setHeroType(HeroTypeID type);
  184. void initHero(CRandomGenerator & rand);
  185. void initHero(CRandomGenerator & rand, const HeroTypeID & SUBID);
  186. ArtPlacementMap putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;
  187. void removeArtifact(ArtifactPosition pos) override;
  188. void initExp(CRandomGenerator & rand);
  189. void initArmy(CRandomGenerator & rand, IArmyDescriptor *dst = nullptr);
  190. void pushPrimSkill(PrimarySkill which, int val);
  191. ui8 maxlevelsToMagicSchool() const;
  192. ui8 maxlevelsToWisdom() const;
  193. void recreateSecondarySkillsBonuses();
  194. void updateSkillBonus(const SecondarySkill & which, int val);
  195. void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
  196. bool hasVisions(const CGObjectInstance * target, BonusSubtypeID masteryLevel) const;
  197. /// If this hero perishes, the scenario is failed
  198. bool isMissionCritical() const;
  199. CGHeroInstance();
  200. virtual ~CGHeroInstance();
  201. PlayerColor getOwner() const override;
  202. ///ArtBearer
  203. ArtBearer::ArtBearer bearerType() const override;
  204. ///IBonusBearer
  205. CBonusSystemNode & whereShouldBeAttached(CGameState * gs) override;
  206. std::string nodeName() const override;
  207. si32 manaLimit() const override;
  208. ///IConstBonusProvider
  209. const IBonusBearer* getBonusBearer() const override;
  210. CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const;
  211. CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState * gs);
  212. ///spells::Caster
  213. int32_t getCasterUnitId() const override;
  214. int32_t getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool = nullptr) const override;
  215. int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const override;
  216. int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override;
  217. int32_t getEffectLevel(const spells::Spell * spell) const override;
  218. int32_t getEffectPower(const spells::Spell * spell) const override;
  219. int32_t getEnchantPower(const spells::Spell * spell) const override;
  220. int64_t getEffectValue(const spells::Spell * spell) const override;
  221. PlayerColor getCasterOwner() const override;
  222. const CGHeroInstance * getHeroCaster() const override;
  223. void getCasterName(MetaString & text) const override;
  224. void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
  225. void spendMana(ServerCallback * server, const int spellCost) const override;
  226. void attachToBoat(CGBoat* newBoat);
  227. void boatDeserializationFix();
  228. void deserializationFix();
  229. void initObj(CRandomGenerator & rand) override;
  230. void pickRandomObject(CRandomGenerator & rand) override;
  231. void onHeroVisit(const CGHeroInstance * h) const override;
  232. std::string getObjectName() const override;
  233. void afterAddToMap(CMap * map) override;
  234. void afterRemoveFromMap(CMap * map) override;
  235. void updateFrom(const JsonNode & data) override;
  236. bool isCoastVisitable() const override;
  237. BattleField getBattlefield() const override;
  238. protected:
  239. void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;//synchr
  240. ///common part of hero instance and hero definition
  241. void serializeCommonOptions(JsonSerializeFormat & handler);
  242. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  243. private:
  244. void levelUpAutomatically(CRandomGenerator & rand);
  245. public:
  246. std::string getHeroTypeName() const;
  247. void setHeroTypeName(const std::string & identifier);
  248. void serializeJsonDefinition(JsonSerializeFormat & handler);
  249. template <typename Handler> void serialize(Handler &h, const int version)
  250. {
  251. h & static_cast<CArmedInstance&>(*this);
  252. h & static_cast<CArtifactSet&>(*this);
  253. h & exp;
  254. h & level;
  255. h & nameCustomTextId;
  256. h & biographyCustomTextId;
  257. h & customPortraitSource;
  258. h & mana;
  259. h & secSkills;
  260. h & movement;
  261. h & gender;
  262. h & inTownGarrison;
  263. h & spells;
  264. h & patrol;
  265. h & moveDir;
  266. h & skillsInfo;
  267. h & visitedTown;
  268. h & boat;
  269. h & type;
  270. h & commander;
  271. h & visitedObjects;
  272. BONUS_TREE_DESERIALIZATION_FIX
  273. }
  274. };
  275. VCMI_LIB_NAMESPACE_END