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- #pragma once
- #include "CObjectHandler.h"
- #include "CArmedInstance.h"
- #include "../CArtHandler.h" // For CArtifactSet
- #include "../CRandomGenerator.h"
- /*
- * 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
- *
- */
- class CHero;
- class CGBoat;
- class CGTownInstance;
- struct TerrainTile;
- class CGHeroPlaceholder : public CGObjectInstance
- {
- public:
- //subID stores id of hero type. If it's 0xff then following field is used
- ui8 power;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & power;
- }
- };
- class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
- {
- public:
- enum ECanDig
- {
- CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
- };
- //////////////////////////////////////////////////////////////////////////
- ui8 moveDir; //format: 123
- // 8 4
- // 765
- mutable ui8 isStanding, tacticFormationEnabled;
- //////////////////////////////////////////////////////////////////////////
- ConstTransitivePtr<CHero> type;
- TExpType exp; //experience points
- ui32 level; //current level of hero
- std::string name; //may be custom
- std::string biography; //if custom
- si32 portrait; //may be custom
- 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
- ui32 movement; //remaining movement points
- ui8 sex;
- 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; //set to CGBoat when sailing
- //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<SpellID> spells; //known spells (spell IDs)
- std::set<ObjectInstanceID> visitedObjects;
- struct DLL_LINKAGE Patrol
- {
- Patrol(){patrolling=false;patrolRadious=-1;};
- bool patrolling;
- ui32 patrolRadious;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & patrolling & patrolRadious;
- }
- } patrol;
- struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
- {
- bool growsWithLevel;
- HeroSpecial(){growsWithLevel = false;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CBonusSystemNode&>(*this);
- h & growsWithLevel;
- }
- };
- std::vector<HeroSpecial*> specialty;
- struct DLL_LINKAGE SecondarySkillsInfo
- {
- //skills are determined, initialized at map start
- //FIXME remove mutable
- mutable CRandomGenerator rand;
- ui8 magicSchoolCounter;
- ui8 wisdomCounter;
- void resetMagicSchoolCounter();
- void resetWisdomCounter();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & magicSchoolCounter & wisdomCounter & rand;
- }
- } skillsInfo;
- //int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
- int getSightRadious() const; //sight distance (should be used if player-owned structure)
- //////////////////////////////////////////////////////////////////////////
- int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
- void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
- //////////////////////////////////////////////////////////////////////////
- bool hasSpellbook() const;
- EAlignment::EAlignment getAlignment() const;
- const std::string &getBiography() const;
- bool needsLastStack()const;
- ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
- ui32 getLowestCreatureSpeed() const;
- int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
- si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
- bool canWalkOnSea() const;
- int getCurrentLuck(int stack=-1, bool town=false) const;
- int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
- // ----- 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::PrimarySkill nextPrimarySkill() const;
- /// Returns the next secondary skill randomly on level up. Can only be called if hero can gain a level up.
- boost::optional<SecondarySkill> nextSecondarySkill() const;
- /// Gets 0, 1 or 2 secondary skills which are proposed on hero level up.
- std::vector<SecondarySkill> getLevelUpProposedSecondarySkills() const;
- ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
- /// Returns true if hero has free secondary skill slot.
- bool canLearnSkill() const;
- void setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs);
- void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
- void levelUp(std::vector<SecondarySkill> skills);
- int maxMovePoints(bool onLand) const;
- int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
- //int getSpellSecLevel(int spell) const; //returns level of secondary ability (fire, water, earth, air magic) known to this hero and applicable to given spell; -1 if error
- static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
- 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
- ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
- bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
- CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
- void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
- ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
- //////////////////////////////////////////////////////////////////////////
- void setType(si32 ID, si32 subID);
- void initHero();
- void initHero(HeroTypeID SUBID);
- void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
- void putInBackpack(CArtifactInstance *art);
- void initExp();
- void initArmy(IArmyDescriptor *dst = nullptr);
- //void giveArtifact (ui32 aid);
- void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
- ui8 maxlevelsToMagicSchool() const;
- ui8 maxlevelsToWisdom() const;
- void Updatespecialty();
- void recreateSecondarySkillsBonuses();
- void updateSkill(SecondarySkill which, int val);
- CGHeroInstance();
- virtual ~CGHeroInstance();
- //////////////////////////////////////////////////////////////////////////
- //
- ArtBearer::ArtBearer bearerType() const override;
- //////////////////////////////////////////////////////////////////////////
- CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
- std::string nodeName() const override;
- void deserializationFix();
- void initObj() override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- std::string getObjectName() const override;
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;//synchr
- private:
- void levelUpAutomatically();
- public:
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & static_cast<CArtifactSet&>(*this);
- h & exp & level & name & biography & portrait & mana & secSkills & movement
- & sex & inTownGarrison & spells & patrol & moveDir & skillsInfo;
- h & visitedTown & boat;
- h & type & specialty & commander & visitedObjects;
- BONUS_TREE_DESERIALIZATION_FIX
- //visitied town pointer will be restored by map serialization method
- }
- };
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