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 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. };
  36. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public AFactionMember, public ICreatureUpgrader
  37. {
  38. // We serialize heroes into JSON for crossover
  39. friend class CampaignState;
  40. friend class CMapLoaderH3M;
  41. friend class CMapFormatJson;
  42. private:
  43. std::set<SpellID> spells; //known spells (spell IDs)
  44. mutable int lowestCreatureSpeed;
  45. ui32 movement; //remaining movement points
  46. public:
  47. //////////////////////////////////////////////////////////////////////////
  48. //format: 123
  49. // 8 4
  50. // 765
  51. ui8 moveDir;
  52. mutable ui8 tacticFormationEnabled;
  53. //////////////////////////////////////////////////////////////////////////
  54. ConstTransitivePtr<CHero> type;
  55. TExpType exp; //experience points
  56. ui32 level; //current level of hero
  57. /// If not NONE - then hero should use portrait from referenced hero type
  58. HeroTypeID customPortraitSource;
  59. si32 mana; // remaining spell points
  60. 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
  61. EHeroGender gender;
  62. std::string nameCustomTextId;
  63. std::string biographyCustomTextId;
  64. bool inTownGarrison; // if hero is in town garrison
  65. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  66. ConstTransitivePtr<CCommanderInstance> commander;
  67. const CGBoat * boat = nullptr; //set to CGBoat when sailing
  68. static constexpr si32 UNINITIALIZED_MANA = -1;
  69. static constexpr ui32 UNINITIALIZED_MOVEMENT = -1;
  70. static constexpr TExpType UNINITIALIZED_EXPERIENCE = std::numeric_limits<TExpType>::max();
  71. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  72. //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
  73. std::set<ObjectInstanceID> visitedObjects;
  74. struct DLL_LINKAGE Patrol
  75. {
  76. Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;};
  77. bool patrolling;
  78. int3 initialPos;
  79. ui32 patrolRadius;
  80. template <typename Handler> void serialize(Handler &h, const int version)
  81. {
  82. h & patrolling;
  83. h & initialPos;
  84. h & patrolRadius;
  85. }
  86. } patrol;
  87. struct DLL_LINKAGE SecondarySkillsInfo
  88. {
  89. //skills are determined, initialized at map start
  90. //FIXME remove mutable
  91. mutable CRandomGenerator rand;
  92. ui8 magicSchoolCounter;
  93. ui8 wisdomCounter;
  94. SecondarySkillsInfo();
  95. void resetMagicSchoolCounter();
  96. void resetWisdomCounter();
  97. template <typename Handler> void serialize(Handler &h, const int version)
  98. {
  99. h & magicSchoolCounter;
  100. h & wisdomCounter;
  101. h & rand;
  102. }
  103. } skillsInfo;
  104. inline bool isInitialized() const
  105. { // has this hero been on the map at least once?
  106. return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
  107. }
  108. //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  109. int getSightRadius() const override; //sight distance (should be used if player-owned structure)
  110. //////////////////////////////////////////////////////////////////////////
  111. BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  112. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
  113. const IObjectInterface * getObject() const override;
  114. //////////////////////////////////////////////////////////////////////////
  115. std::string getBiographyTranslated() const;
  116. std::string getNameTranslated() const;
  117. HeroTypeID getPortraitSource() const;
  118. int32_t getIconIndex() const;
  119. private:
  120. std::string getNameTextID() const;
  121. std::string getBiographyTextID() const;
  122. public:
  123. bool hasSpellbook() const;
  124. int maxSpellLevel() const;
  125. void addSpellToSpellbook(const SpellID & spell);
  126. void removeSpellFromSpellbook(const SpellID & spell);
  127. bool spellbookContainsSpell(const SpellID & spell) const;
  128. void removeSpellbook();
  129. const std::set<SpellID> & getSpellsInSpellbook() const;
  130. EAlignment getAlignment() const;
  131. bool needsLastStack()const override;
  132. //INativeTerrainProvider
  133. FactionID getFaction() const override;
  134. TerrainId getNativeTerrain() const override;
  135. int getLowestCreatureSpeed() const;
  136. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  137. si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
  138. int getCurrentLuck(int stack=-1, bool town=false) const;
  139. int32_t getSpellCost(const spells::Spell * sp) const; //do not use during battles -> bonuses from army would be ignored
  140. bool canLearnSpell(const spells::Spell * spell) const;
  141. 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
  142. /// convert given position between map position (CGObjectInstance::pos) and visitable position used for hero interactions
  143. int3 convertToVisitablePos(const int3 & position) const;
  144. int3 convertFromVisitablePos(const int3 & position) const;
  145. // ----- primary and secondary skill, experience, level handling -----
  146. /// Returns true if hero has lower level than should upon his experience.
  147. bool gainsLevel() const;
  148. /// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
  149. PrimarySkill nextPrimarySkill(CRandomGenerator & rand) const;
  150. /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
  151. std::optional<SecondarySkill> nextSecondarySkill(CRandomGenerator & rand) const;
  152. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  153. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() const;
  154. ui8 getSecSkillLevel(const SecondarySkill & skill) const; //0 - no skill
  155. /// Returns true if hero has free secondary skill slot.
  156. bool canLearnSkill() const;
  157. bool canLearnSkill(const SecondarySkill & which) const;
  158. void setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs);
  159. void setSecSkillLevel(const SecondarySkill & which, int val, bool abs); // abs == 0 - changes by value; 1 - sets to value
  160. void levelUp(const std::vector<SecondarySkill> & skills);
  161. /// returns base movement cost for movement between specific tiles. Does not accounts for diagonal movement or last tile exception
  162. ui32 getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const;
  163. void setMovementPoints(int points);
  164. int movementPointsRemaining() const;
  165. int movementPointsLimit(bool onLand) const;
  166. //cached version is much faster, TurnInfo construction is costly
  167. int movementPointsLimitCached(bool onLand, const TurnInfo * ti) const;
  168. //update army movement bonus
  169. void updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const;
  170. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
  171. double getFightingStrength() const; // takes attack / defense skill into account
  172. double getMagicStrength() const; // takes knowledge / spell power skill into account
  173. double getHeroStrength() const; // includes fighting and magic strength
  174. ui64 getTotalStrength() const; // includes fighting strength and army strength
  175. TExpType calculateXp(TExpType exp) const; //apply learning skill
  176. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  177. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const;
  178. EDiggingStatus diggingStatus() const;
  179. //////////////////////////////////////////////////////////////////////////
  180. void setType(si32 ID, si32 subID) override;
  181. void initHero(CRandomGenerator & rand);
  182. void initHero(CRandomGenerator & rand, const HeroTypeID & SUBID);
  183. ArtPlacementMap putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;
  184. void removeArtifact(ArtifactPosition pos) override;
  185. void initExp(CRandomGenerator & rand);
  186. void initArmy(CRandomGenerator & rand, IArmyDescriptor *dst = nullptr);
  187. void pushPrimSkill(PrimarySkill which, int val);
  188. ui8 maxlevelsToMagicSchool() const;
  189. ui8 maxlevelsToWisdom() const;
  190. void recreateSecondarySkillsBonuses();
  191. void updateSkillBonus(const SecondarySkill & which, int val);
  192. void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
  193. bool hasVisions(const CGObjectInstance * target, const int subtype) const;
  194. /// If this hero perishes, the scenario is failed
  195. bool isMissionCritical() const;
  196. CGHeroInstance();
  197. virtual ~CGHeroInstance();
  198. PlayerColor getOwner() const override;
  199. ///ArtBearer
  200. ArtBearer::ArtBearer bearerType() const override;
  201. ///IBonusBearer
  202. CBonusSystemNode & whereShouldBeAttached(CGameState * gs) override;
  203. std::string nodeName() const override;
  204. si32 manaLimit() const override;
  205. ///IConstBonusProvider
  206. const IBonusBearer* getBonusBearer() const override;
  207. CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const;
  208. CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState * gs);
  209. ///spells::Caster
  210. int32_t getCasterUnitId() const override;
  211. int32_t getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool = nullptr) const override;
  212. int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const override;
  213. int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override;
  214. int32_t getEffectLevel(const spells::Spell * spell) const override;
  215. int32_t getEffectPower(const spells::Spell * spell) const override;
  216. int32_t getEnchantPower(const spells::Spell * spell) const override;
  217. int64_t getEffectValue(const spells::Spell * spell) const override;
  218. PlayerColor getCasterOwner() const override;
  219. const CGHeroInstance * getHeroCaster() const override;
  220. void getCasterName(MetaString & text) const override;
  221. void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
  222. void spendMana(ServerCallback * server, const int spellCost) const override;
  223. void attachToBoat(CGBoat* newBoat);
  224. void boatDeserializationFix();
  225. void deserializationFix();
  226. void initObj(CRandomGenerator & rand) override;
  227. void onHeroVisit(const CGHeroInstance * h) const override;
  228. std::string getObjectName() const override;
  229. void afterAddToMap(CMap * map) override;
  230. void afterRemoveFromMap(CMap * map) override;
  231. void updateFrom(const JsonNode & data) override;
  232. bool isCoastVisitable() const override;
  233. BattleField getBattlefield() const override;
  234. protected:
  235. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  236. ///common part of hero instance and hero definition
  237. void serializeCommonOptions(JsonSerializeFormat & handler);
  238. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  239. private:
  240. void levelUpAutomatically(CRandomGenerator & rand);
  241. public:
  242. std::string getHeroTypeName() const;
  243. void setHeroTypeName(const std::string & identifier);
  244. void serializeJsonDefinition(JsonSerializeFormat & handler);
  245. template <typename Handler> void serialize(Handler &h, const int version)
  246. {
  247. h & static_cast<CArmedInstance&>(*this);
  248. h & static_cast<CArtifactSet&>(*this);
  249. h & exp;
  250. h & level;
  251. h & nameCustomTextId;
  252. h & biographyCustomTextId;
  253. h & customPortraitSource;
  254. h & mana;
  255. h & secSkills;
  256. h & movement;
  257. h & gender;
  258. h & inTownGarrison;
  259. h & spells;
  260. h & patrol;
  261. h & moveDir;
  262. h & skillsInfo;
  263. h & visitedTown;
  264. h & boat;
  265. h & type;
  266. h & commander;
  267. h & visitedObjects;
  268. BONUS_TREE_DESERIALIZATION_FIX
  269. }
  270. };
  271. VCMI_LIB_NAMESPACE_END