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 : int8_t;
  22. class DLL_LINKAGE CGHeroPlaceholder : public CGObjectInstance
  23. {
  24. public:
  25. using CGObjectInstance::CGObjectInstance;
  26. /// if this is placeholder by power, then power rank of desired hero
  27. std::optional<ui8> powerRank;
  28. /// if this is placeholder by type, then hero type of desired hero
  29. std::optional<HeroTypeID> heroType;
  30. template <typename Handler> void serialize(Handler &h)
  31. {
  32. h & static_cast<CGObjectInstance&>(*this);
  33. h & powerRank;
  34. h & heroType;
  35. }
  36. protected:
  37. void serializeJsonOptions(JsonSerializeFormat & handler) override;
  38. };
  39. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public AFactionMember, public ICreatureUpgrader
  40. {
  41. // We serialize heroes into JSON for crossover
  42. friend class CampaignState;
  43. friend class CMapLoaderH3M;
  44. friend class CMapFormatJson;
  45. private:
  46. std::set<SpellID> spells; //known spells (spell IDs)
  47. mutable int lowestCreatureSpeed;
  48. ui32 movement; //remaining movement points
  49. public:
  50. //////////////////////////////////////////////////////////////////////////
  51. //format: 123
  52. // 8 4
  53. // 765
  54. ui8 moveDir;
  55. mutable ui8 tacticFormationEnabled;
  56. //////////////////////////////////////////////////////////////////////////
  57. const CHero * type;
  58. TExpType exp; //experience points
  59. ui32 level; //current level of hero
  60. /// If not NONE - then hero should use portrait from referenced hero type
  61. HeroTypeID customPortraitSource;
  62. si32 mana; // remaining spell points
  63. 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
  64. EHeroGender gender;
  65. std::string nameCustomTextId;
  66. std::string biographyCustomTextId;
  67. bool inTownGarrison; // if hero is in town garrison
  68. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  69. ConstTransitivePtr<CCommanderInstance> commander;
  70. const CGBoat * boat = nullptr; //set to CGBoat when sailing
  71. static constexpr si32 UNINITIALIZED_MANA = -1;
  72. static constexpr ui32 UNINITIALIZED_MOVEMENT = -1;
  73. static constexpr auto UNINITIALIZED_EXPERIENCE = std::numeric_limits<TExpType>::max();
  74. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  75. //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
  76. std::set<ObjectInstanceID> visitedObjects;
  77. struct DLL_LINKAGE Patrol
  78. {
  79. Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;};
  80. bool patrolling;
  81. int3 initialPos;
  82. ui32 patrolRadius;
  83. template <typename Handler> void serialize(Handler &h)
  84. {
  85. h & patrolling;
  86. h & initialPos;
  87. h & patrolRadius;
  88. }
  89. } patrol;
  90. struct DLL_LINKAGE SecondarySkillsInfo
  91. {
  92. ui8 magicSchoolCounter;
  93. ui8 wisdomCounter;
  94. SecondarySkillsInfo();
  95. void resetMagicSchoolCounter();
  96. void resetWisdomCounter();
  97. template <typename Handler> void serialize(Handler &h)
  98. {
  99. h & magicSchoolCounter;
  100. h & wisdomCounter;
  101. }
  102. } skillsInfo;
  103. inline bool isInitialized() const
  104. { // has this hero been on the map at least once?
  105. return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
  106. }
  107. //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  108. int getSightRadius() const override; //sight distance (should be used if player-owned structure)
  109. //////////////////////////////////////////////////////////////////////////
  110. BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  111. void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
  112. const IObjectInterface * getObject() const override;
  113. //////////////////////////////////////////////////////////////////////////
  114. std::string getBiographyTranslated() const;
  115. std::string getBiographyTextID() const;
  116. std::string getNameTextID() const;
  117. std::string getNameTranslated() const;
  118. HeroTypeID getPortraitSource() const;
  119. int32_t getIconIndex() const;
  120. std::string getClassNameTranslated() const;
  121. std::string getClassNameTextID() const;
  122. bool hasSpellbook() const;
  123. int maxSpellLevel() const;
  124. void addSpellToSpellbook(const SpellID & spell);
  125. void removeSpellFromSpellbook(const SpellID & spell);
  126. bool spellbookContainsSpell(const SpellID & spell) const;
  127. void removeSpellbook();
  128. const std::set<SpellID> & getSpellsInSpellbook() const;
  129. EAlignment getAlignment() const;
  130. bool needsLastStack()const override;
  131. //INativeTerrainProvider
  132. FactionID getFaction() const override;
  133. TerrainId getNativeTerrain() const override;
  134. int getLowestCreatureSpeed() const;
  135. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  136. si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
  137. int getCurrentLuck(int stack=-1, bool town=false) const;
  138. int32_t getSpellCost(const spells::Spell * sp) const; //do not use during battles -> bonuses from army would be ignored
  139. bool canLearnSpell(const spells::Spell * spell, bool allowBanned = false) const;
  140. 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
  141. /// convert given position between map position (CGObjectInstance::pos) and visitable position used for hero interactions
  142. int3 convertToVisitablePos(const int3 & position) const;
  143. int3 convertFromVisitablePos(const int3 & position) const;
  144. // ----- primary and secondary skill, experience, level handling -----
  145. /// Returns true if hero has lower level than should upon his experience.
  146. bool gainsLevel() const;
  147. /// Returns the next primary skill on level up. Can only be called if hero can gain a level up.
  148. PrimarySkill nextPrimarySkill(CRandomGenerator & rand) const;
  149. /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
  150. std::optional<SecondarySkill> nextSecondarySkill(CRandomGenerator & rand) const;
  151. /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
  152. std::vector<SecondarySkill> getLevelUpProposedSecondarySkills(CRandomGenerator & rand) const;
  153. ui8 getSecSkillLevel(const SecondarySkill & skill) const; //0 - no skill
  154. /// Returns true if hero has free secondary skill slot.
  155. bool canLearnSkill() const;
  156. bool canLearnSkill(const SecondarySkill & which) const;
  157. void setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs);
  158. void setSecSkillLevel(const SecondarySkill & which, int val, bool abs); // abs == 0 - changes by value; 1 - sets to value
  159. void levelUp(const std::vector<SecondarySkill> & skills);
  160. /// returns base movement cost for movement between specific tiles. Does not accounts for diagonal movement or last tile exception
  161. ui32 getTileMovementCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const;
  162. void setMovementPoints(int points);
  163. int movementPointsRemaining() const;
  164. int movementPointsLimit(bool onLand) const;
  165. //cached version is much faster, TurnInfo construction is costly
  166. int movementPointsLimitCached(bool onLand, const TurnInfo * ti) const;
  167. //update army movement bonus
  168. void updateArmyMovementBonus(bool onLand, const TurnInfo * ti) const;
  169. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
  170. double getFightingStrength() const; // takes attack / defense skill into account
  171. double getMagicStrength() const; // takes knowledge / spell power skill into account
  172. double getHeroStrength() const; // includes fighting and magic strength
  173. ui64 getTotalStrength() const; // includes fighting strength and army strength
  174. TExpType calculateXp(TExpType exp) const; //apply learning skill
  175. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  176. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const;
  177. EDiggingStatus diggingStatus() const;
  178. //////////////////////////////////////////////////////////////////////////
  179. HeroTypeID getHeroType() const;
  180. void setHeroType(HeroTypeID type);
  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, BonusSubtypeID masteryLevel) const;
  194. /// If this hero perishes, the scenario is failed
  195. bool isMissionCritical() const;
  196. CGHeroInstance(IGameCallback *cb);
  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, SpellSchool * 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 pickRandomObject(CRandomGenerator & rand) override;
  228. void onHeroVisit(const CGHeroInstance * h) const override;
  229. std::string getObjectName() const override;
  230. void afterAddToMap(CMap * map) override;
  231. void afterRemoveFromMap(CMap * map) override;
  232. void updateFrom(const JsonNode & data) override;
  233. bool isCoastVisitable() const override;
  234. bool isBlockedVisitable() const override;
  235. BattleField getBattlefield() const override;
  236. bool isCampaignYog() const;
  237. bool isCampaignGem() const;
  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)
  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