| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360 | 
							- /*
 
-  * CGHeroInstance.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #pragma once
 
- #include <vcmi/spells/Caster.h>
 
- #include "CArmedInstance.h"
 
- #include "IOwnableObject.h"
 
- #include "../CArtHandler.h" // For CArtifactSet
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CHero;
 
- class CGBoat;
 
- class CGTownInstance;
 
- class CMap;
 
- struct TerrainTile;
 
- struct TurnInfo;
 
- enum class EHeroGender : int8_t;
 
- class DLL_LINKAGE CGHeroPlaceholder : public CGObjectInstance
 
- {
 
- public:
 
- 	using CGObjectInstance::CGObjectInstance;
 
- 	/// if this is placeholder by power, then power rank of desired hero
 
- 	std::optional<ui8> powerRank;
 
- 	/// if this is placeholder by type, then hero type of desired hero
 
- 	std::optional<HeroTypeID> heroType;
 
- 	template <typename Handler> void serialize(Handler &h)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & powerRank;
 
- 		h & heroType;
 
- 	}
 
- 	
 
- protected:
 
- 	void serializeJsonOptions(JsonSerializeFormat & handler) override;
 
- };
 
- class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public AFactionMember, public ICreatureUpgrader, public IOwnableObject
 
- {
 
- 	// We serialize heroes into JSON for crossover
 
- 	friend class CampaignState;
 
- 	friend class CMapLoaderH3M;
 
- 	friend class CMapFormatJson;
 
- private:
 
- 	std::set<SpellID> spells; //known spells (spell IDs)
 
- 	mutable int lowestCreatureSpeed;
 
- 	ui32 movement; //remaining movement points
 
- public:
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//format:   123
 
- 	//          8 4
 
- 	//          765
 
- 	ui8 moveDir;
 
- 	mutable ui8 tacticFormationEnabled;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	const CHero * type;
 
- 	TExpType exp; //experience points
 
- 	ui32 level; //current level of hero
 
- 	/// If not NONE - then hero should use portrait from referenced hero type
 
- 	HeroTypeID customPortraitSource;
 
- 	si32 mana; // remaining spell points
 
- 	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
 
- 	EHeroGender gender;
 
- 	std::string nameCustomTextId;
 
- 	std::string biographyCustomTextId;
 
- 	bool inTownGarrison; // if hero is in town garrison
 
- 	ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
 
- 	ConstTransitivePtr<CCommanderInstance> commander;
 
- 	const CGBoat * boat = nullptr; //set to CGBoat when sailing
 
- 	static constexpr si32 UNINITIALIZED_MANA = -1;
 
- 	static constexpr ui32 UNINITIALIZED_MOVEMENT = -1;
 
- 	static constexpr auto UNINITIALIZED_EXPERIENCE = std::numeric_limits<TExpType>::max();
 
- 	//std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
 
- 	//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
 
- 	std::set<ObjectInstanceID> visitedObjects;
 
- 	struct DLL_LINKAGE Patrol
 
- 	{
 
- 		Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;};
 
- 		bool patrolling;
 
- 		int3 initialPos;
 
- 		ui32 patrolRadius;
 
- 		template <typename Handler> void serialize(Handler &h)
 
- 		{
 
- 			h & patrolling;
 
- 			h & initialPos;
 
- 			h & patrolRadius;
 
- 		}
 
- 	} patrol;
 
- 	struct DLL_LINKAGE SecondarySkillsInfo
 
- 	{
 
- 		ui8 magicSchoolCounter;
 
- 		ui8 wisdomCounter;
 
- 		SecondarySkillsInfo();
 
- 		void resetMagicSchoolCounter();
 
- 		void resetWisdomCounter();
 
- 		template <typename Handler> void serialize(Handler &h)
 
- 		{
 
- 			h & magicSchoolCounter;
 
- 			h & wisdomCounter;
 
- 		}
 
- 	} skillsInfo;
 
- 	inline bool isInitialized() const
 
- 	{ // has this hero been on the map at least once?
 
- 		return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
 
- 	}
 
- 	//int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
 
- 	int getSightRadius() const override; //sight distance (should be used if player-owned structure)
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
 
- 	void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
 
- 	const IObjectInterface * getObject() const override;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	std::string getBiographyTranslated() const;
 
- 	std::string getBiographyTextID() const;
 
- 	std::string getNameTextID() const;
 
- 	std::string getNameTranslated() const;
 
- 	HeroTypeID getPortraitSource() const;
 
- 	int32_t getIconIndex() const;
 
- 	std::string getClassNameTranslated() const;
 
- 	std::string getClassNameTextID() const;
 
- 	bool hasSpellbook() const;
 
- 	int maxSpellLevel() const;
 
- 	void addSpellToSpellbook(const SpellID & spell);
 
- 	void removeSpellFromSpellbook(const SpellID & spell);
 
- 	bool spellbookContainsSpell(const SpellID & spell) const;
 
- 	void removeSpellbook();
 
- 	const std::set<SpellID> & getSpellsInSpellbook() const;
 
- 	EAlignment getAlignment() const;
 
- 	bool needsLastStack()const override;
 
- 	ResourceSet dailyIncome() const override;
 
- 	std::vector<CreatureID> providedCreatures() const override;
 
- 	const IOwnableObject * asOwnable() const final;
 
- 	//INativeTerrainProvider
 
- 	FactionID getFaction() const override;
 
- 	TerrainId getNativeTerrain() const override;
 
- 	int getLowestCreatureSpeed() const;
 
- 	si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
 
- 	si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
 
- 	int getCurrentLuck(int stack=-1, bool town=false) const;
 
- 	int32_t getSpellCost(const spells::Spell * sp) const; //do not use during battles -> bonuses from army would be ignored
 
- 	bool canLearnSpell(const spells::Spell * spell,  bool allowBanned = false) const;
 
- 	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
 
- 	/// convert given position between map position (CGObjectInstance::pos) and visitable position used for hero interactions
 
- 	int3 convertToVisitablePos(const int3 & position) const;
 
- 	int3 convertFromVisitablePos(const int3 & position) const;
 
- 	// ----- primary and secondary skill, experience, level handling -----
 
- 	/// Returns true if hero has lower level than should upon his experience.
 
- 	bool gainsLevel() const;
 
- 	/// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
 
- 	PrimarySkill nextPrimarySkill(vstd::RNG & rand) const;
 
- 	/// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
 
- 	std::optional<SecondarySkill> nextSecondarySkill(vstd::RNG & rand) const;
 
- 	/// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
 
- 	std::vector<SecondarySkill> getLevelUpProposedSecondarySkills(vstd::RNG & rand) const;
 
- 	ui8 getSecSkillLevel(const SecondarySkill & skill) const; //0 - no skill
 
- 	/// Returns true if hero has free secondary skill slot.
 
- 	bool canLearnSkill() const;
 
- 	bool canLearnSkill(const SecondarySkill & which) const;
 
- 	void setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs);
 
- 	void setSecSkillLevel(const SecondarySkill & which, int val, bool abs); // abs == 0 - changes by value; 1 - sets to value
 
- 	void levelUp(const std::vector<SecondarySkill> & skills);
 
- 	/// returns base movement cost for movement between specific tiles. Does not accounts for diagonal movement or last tile exception
 
- 	ui32 getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const;
 
- 	void setMovementPoints(int points);
 
- 	int movementPointsRemaining() const;
 
- 	int movementPointsLimit(bool onLand) const;
 
- 	//cached version is much faster, TurnInfo construction is costly
 
- 	int movementPointsLimitCached(bool onLand, const TurnInfo * ti) const;
 
- 	//update army movement bonus
 
- 	void updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const;
 
- 	int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
 
- 	double getFightingStrength() const; // takes attack / defense skill into account
 
- 	double getMagicStrength() const; // takes knowledge / spell power skill into account
 
- 	double getHeroStrength() const; // includes fighting and magic strength
 
- 	ui64 getTotalStrength() const; // includes fighting strength and army strength
 
- 	TExpType calculateXp(TExpType exp) const; //apply learning skill
 
- 	CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
 
- 	void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, vstd::RNG & rand) const;
 
- 	EDiggingStatus diggingStatus() const;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	HeroTypeID getHeroType() const;
 
- 	void setHeroType(HeroTypeID type);
 
- 	void initHero(vstd::RNG & rand);
 
- 	void initHero(vstd::RNG & rand, const HeroTypeID & SUBID);
 
- 	ArtPlacementMap putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;
 
- 	void removeArtifact(ArtifactPosition pos) override;
 
- 	void initExp(vstd::RNG & rand);
 
- 	void initArmy(vstd::RNG & rand, IArmyDescriptor *dst = nullptr);
 
- 	void pushPrimSkill(PrimarySkill which, int val);
 
- 	ui8 maxlevelsToMagicSchool() const;
 
- 	ui8 maxlevelsToWisdom() const;
 
- 	void recreateSecondarySkillsBonuses();
 
- 	void updateSkillBonus(const SecondarySkill & which, int val);
 
- 	void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
 
- 	bool hasVisions(const CGObjectInstance * target, BonusSubtypeID masteryLevel) const;
 
- 	/// If this hero perishes, the scenario is failed
 
- 	bool isMissionCritical() const;
 
- 	CGHeroInstance(IGameCallback *cb);
 
- 	virtual ~CGHeroInstance();
 
- 	PlayerColor getOwner() const override;
 
- 	///ArtBearer
 
- 	ArtBearer::ArtBearer bearerType() const override;
 
- 	///IBonusBearer
 
- 	CBonusSystemNode & whereShouldBeAttached(CGameState * gs) override;
 
- 	std::string nodeName() const override;
 
- 	si32 manaLimit() const override;
 
- 	///IConstBonusProvider
 
- 	const IBonusBearer* getBonusBearer() const override;
 
- 	CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const;
 
- 	CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState * gs);
 
- 	///spells::Caster
 
- 	int32_t getCasterUnitId() const override;
 
- 	int32_t getSpellSchoolLevel(const spells::Spell * spell, SpellSchool * outSelectedSchool = nullptr) const override;
 
- 	int64_t getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const override;
 
- 	int64_t getSpecificSpellBonus(const spells::Spell * spell, int64_t base) const override;
 
- 	int32_t getEffectLevel(const spells::Spell * spell) const override;
 
- 	int32_t getEffectPower(const spells::Spell * spell) const override;
 
- 	int32_t getEnchantPower(const spells::Spell * spell) const override;
 
- 	int64_t getEffectValue(const spells::Spell * spell) const override;
 
- 	PlayerColor getCasterOwner() const override;
 
- 	const CGHeroInstance * getHeroCaster() const override;
 
- 	void getCasterName(MetaString & text) const override;
 
- 	void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
 
- 	void spendMana(ServerCallback * server, const int spellCost) const override;
 
- 	void attachToBoat(CGBoat* newBoat);
 
- 	void boatDeserializationFix();
 
- 	void deserializationFix();
 
- 	void pickRandomObject(vstd::RNG & rand) override;
 
- 	void onHeroVisit(const CGHeroInstance * h) const override;
 
- 	std::string getObjectName() const override;
 
- 	void afterAddToMap(CMap * map) override;
 
- 	void afterRemoveFromMap(CMap * map) override;
 
- 	void updateFrom(const JsonNode & data) override;
 
- 	bool isCoastVisitable() const override;
 
- 	bool isBlockedVisitable() const override;
 
- 	BattleField getBattlefield() const override;
 
- 	bool isCampaignYog() const;
 
- 	bool isCampaignGem() const;
 
- protected:
 
- 	void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;//synchr
 
- 	///common part of hero instance and hero definition
 
- 	void serializeCommonOptions(JsonSerializeFormat & handler);
 
- 	void serializeJsonOptions(JsonSerializeFormat & handler) override;
 
- private:
 
- 	void levelUpAutomatically(vstd::RNG & rand);
 
- public:
 
- 	std::string getHeroTypeName() const;
 
- 	void setHeroTypeName(const std::string & identifier);
 
- 	void serializeJsonDefinition(JsonSerializeFormat & handler);
 
- 	template <typename Handler> void serialize(Handler &h)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & static_cast<CArtifactSet&>(*this);
 
- 		h & exp;
 
- 		h & level;
 
- 		h & nameCustomTextId;
 
- 		h & biographyCustomTextId;
 
- 		h & customPortraitSource;
 
- 		h & mana;
 
- 		h & secSkills;
 
- 		h & movement;
 
- 		h & gender;
 
- 		h & inTownGarrison;
 
- 		h & spells;
 
- 		h & patrol;
 
- 		h & moveDir;
 
- 		h & skillsInfo;
 
- 		h & visitedTown;
 
- 		h & boat;
 
- 		h & type;
 
- 		h & commander;
 
- 		h & visitedObjects;
 
- 		BONUS_TREE_DESERIALIZATION_FIX
 
- 	}
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
  |