CGHeroInstance.h 12 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. //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, public AFactionMember, public ICreatureUpgrader
  34. {
  35. // We serialize heroes into JSON for crossover
  36. friend class CCampaignState;
  37. friend class CMapLoaderH3M;
  38. friend class CMapFormatJson;
  39. private:
  40. std::set<SpellID> spells; //known spells (spell IDs)
  41. mutable int lowestCreatureSpeed;
  42. public:
  43. //////////////////////////////////////////////////////////////////////////
  44. //format: 123
  45. // 8 4
  46. // 765
  47. ui8 moveDir;
  48. mutable ui8 tacticFormationEnabled;
  49. //////////////////////////////////////////////////////////////////////////
  50. ConstTransitivePtr<CHero> type;
  51. TExpType exp; //experience points
  52. ui32 level; //current level of hero
  53. si32 portrait; //may be custom
  54. si32 mana; // remaining spell points
  55. 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
  56. ui32 movement; //remaining movement points
  57. EHeroGender gender;
  58. std::string nameCustom;
  59. std::string biographyCustom;
  60. bool inTownGarrison; // if hero is in town garrison
  61. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  62. ConstTransitivePtr<CCommanderInstance> commander;
  63. const CGBoat * boat = nullptr; //set to CGBoat when sailing
  64. static constexpr si32 UNINITIALIZED_PORTRAIT = -1;
  65. static constexpr si32 UNINITIALIZED_MANA = -1;
  66. static constexpr ui32 UNINITIALIZED_MOVEMENT = -1;
  67. static constexpr TExpType UNINITIALIZED_EXPERIENCE = std::numeric_limits<TExpType>::max();
  68. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  69. //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
  70. std::set<ObjectInstanceID> visitedObjects;
  71. struct DLL_LINKAGE Patrol
  72. {
  73. Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;};
  74. bool patrolling;
  75. int3 initialPos;
  76. ui32 patrolRadius;
  77. template <typename Handler> void serialize(Handler &h, const int version)
  78. {
  79. h & patrolling;
  80. h & initialPos;
  81. h & patrolRadius;
  82. }
  83. } patrol;
  84. struct DLL_LINKAGE SecondarySkillsInfo
  85. {
  86. //skills are determined, initialized at map start
  87. //FIXME remove mutable
  88. mutable CRandomGenerator rand;
  89. ui8 magicSchoolCounter;
  90. ui8 wisdomCounter;
  91. SecondarySkillsInfo();
  92. void resetMagicSchoolCounter();
  93. void resetWisdomCounter();
  94. template <typename Handler> void serialize(Handler &h, const int version)
  95. {
  96. h & magicSchoolCounter;
  97. h & wisdomCounter;
  98. h & rand;
  99. }
  100. } skillsInfo;
  101. inline bool isInitialized() const
  102. { // has this hero been on the map at least once?
  103. return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
  104. }
  105. //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  106. int getSightRadius() const override; //sight distance (should be used if player-owned structure)
  107. //////////////////////////////////////////////////////////////////////////
  108. BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  109. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
  110. const IObjectInterface * getObject() const override;
  111. //////////////////////////////////////////////////////////////////////////
  112. std::string getBiographyTranslated() const;
  113. std::string getNameTranslated() const;
  114. private:
  115. std::string getNameTextID() const;
  116. std::string getBiographyTextID() const;
  117. public:
  118. bool hasSpellbook() const;
  119. int maxSpellLevel() const;
  120. void addSpellToSpellbook(const SpellID & spell);
  121. void removeSpellFromSpellbook(const SpellID & spell);
  122. bool spellbookContainsSpell(const SpellID & spell) const;
  123. void removeSpellbook();
  124. const std::set<SpellID> & getSpellsInSpellbook() const;
  125. EAlignment getAlignment() const;
  126. bool needsLastStack()const override;
  127. 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
  128. //INativeTerrainProvider
  129. FactionID getFaction() const override;
  130. TerrainId getNativeTerrain() const override;
  131. int getLowestCreatureSpeed() const;
  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. int32_t getSpellCost(const spells::Spell * sp) const; //do not use during battles -> bonuses from army would be ignored
  136. bool canLearnSpell(const spells::Spell * spell) const;
  137. 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
  138. /// convert given position between map position (CGObjectInstance::pos) and visitable position used for hero interactions
  139. int3 convertToVisitablePos(const int3 & position) const;
  140. int3 convertFromVisitablePos(const int3 & position) const;
  141. // ----- primary and secondary skill, experience, level handling -----
  142. /// Returns true if hero has lower level than should upon his experience.
  143. bool gainsLevel() const;
  144. /// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
  145. PrimarySkill::PrimarySkill nextPrimarySkill(CRandomGenerator & rand) const;
  146. /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
  147. std::optional<SecondarySkill> nextSecondarySkill(CRandomGenerator & rand) const;
  148. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  149. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() const;
  150. ui8 getSecSkillLevel(const SecondarySkill & skill) const; //0 - no skill
  151. /// Returns true if hero has free secondary skill slot.
  152. bool canLearnSkill() const;
  153. bool canLearnSkill(const SecondarySkill & which) const;
  154. void setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs);
  155. void setSecSkillLevel(const SecondarySkill & which, int val, bool abs); // abs == 0 - changes by value; 1 - sets to value
  156. void levelUp(const std::vector<SecondarySkill> & skills);
  157. int maxMovePoints(bool onLand) const;
  158. //cached version is much faster, TurnInfo construction is costly
  159. int maxMovePointsCached(bool onLand, const TurnInfo * ti) const;
  160. //update army movement bonus
  161. void updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const;
  162. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
  163. double getFightingStrength() const; // takes attack / defense skill into account
  164. double getMagicStrength() const; // takes knowledge / spell power skill into account
  165. double getHeroStrength() const; // includes fighting and magic strength
  166. ui64 getTotalStrength() const; // includes fighting strength and army strength
  167. TExpType calculateXp(TExpType exp) const; //apply learning skill
  168. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  169. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const;
  170. EDiggingStatus diggingStatus() const;
  171. //////////////////////////////////////////////////////////////////////////
  172. void setType(si32 ID, si32 subID) override;
  173. void initHero(CRandomGenerator & rand);
  174. void initHero(CRandomGenerator & rand, const HeroTypeID & SUBID);
  175. void putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;
  176. void removeArtifact(ArtifactPosition pos) override;
  177. void initExp(CRandomGenerator & rand);
  178. void initArmy(CRandomGenerator & rand, IArmyDescriptor *dst = nullptr);
  179. void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
  180. ui8 maxlevelsToMagicSchool() const;
  181. ui8 maxlevelsToWisdom() const;
  182. void recreateSecondarySkillsBonuses();
  183. void updateSkillBonus(const SecondarySkill & which, int val);
  184. void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
  185. bool hasVisions(const CGObjectInstance * target, const int subtype) const;
  186. /// If this hero perishes, the scenario is failed
  187. bool isMissionCritical() const;
  188. CGHeroInstance();
  189. virtual ~CGHeroInstance();
  190. PlayerColor getOwner() const override;
  191. ///ArtBearer
  192. ArtBearer::ArtBearer bearerType() const override;
  193. ///IBonusBearer
  194. CBonusSystemNode & whereShouldBeAttached(CGameState * gs) override;
  195. std::string nodeName() const override;
  196. si32 manaLimit() const override;
  197. ///IConstBonusProvider
  198. const IBonusBearer* getBonusBearer() const override;
  199. CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const;
  200. CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState * gs);
  201. ///spells::Caster
  202. int32_t getCasterUnitId() const override;
  203. int32_t getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool = nullptr) const override;
  204. int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const override;
  205. int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override;
  206. int32_t getEffectLevel(const spells::Spell * spell) const override;
  207. int32_t getEffectPower(const spells::Spell * spell) const override;
  208. int32_t getEnchantPower(const spells::Spell * spell) const override;
  209. int64_t getEffectValue(const spells::Spell * spell) const override;
  210. PlayerColor getCasterOwner() const override;
  211. const CGHeroInstance * getHeroCaster() const override;
  212. void getCasterName(MetaString & text) const override;
  213. void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
  214. void spendMana(ServerCallback * server, const int spellCost) const override;
  215. void deserializationFix();
  216. void initObj(CRandomGenerator & rand) override;
  217. void onHeroVisit(const CGHeroInstance * h) const override;
  218. std::string getObjectName() const override;
  219. void afterAddToMap(CMap * map) override;
  220. void afterRemoveFromMap(CMap * map) override;
  221. void updateFrom(const JsonNode & data) override;
  222. BattleField getBattlefield() const override;
  223. protected:
  224. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  225. ///common part of hero instance and hero definition
  226. void serializeCommonOptions(JsonSerializeFormat & handler);
  227. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  228. private:
  229. void levelUpAutomatically(CRandomGenerator & rand);
  230. public:
  231. std::string getHeroTypeName() const;
  232. void setHeroTypeName(const std::string & identifier);
  233. void serializeJsonDefinition(JsonSerializeFormat & handler);
  234. template <typename Handler> void serialize(Handler &h, const int version)
  235. {
  236. h & static_cast<CArmedInstance&>(*this);
  237. h & static_cast<CArtifactSet&>(*this);
  238. h & exp;
  239. h & level;
  240. h & nameCustom;
  241. h & biographyCustom;
  242. h & portrait;
  243. h & mana;
  244. h & secSkills;
  245. h & movement;
  246. h & gender;
  247. h & inTownGarrison;
  248. h & spells;
  249. h & patrol;
  250. h & moveDir;
  251. h & skillsInfo;
  252. h & visitedTown;
  253. h & boat;
  254. h & type;
  255. h & commander;
  256. h & visitedObjects;
  257. BONUS_TREE_DESERIALIZATION_FIX
  258. }
  259. };
  260. VCMI_LIB_NAMESPACE_END