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vcmi/lib/mapObjects/CGHeroInstance.h

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/*
* 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 "CObjectHandler.h"
#include "CArmedInstance.h"
#include "../CArtHandler.h" // For CArtifactSet
#include "../CRandomGenerator.h"
class CHero;
class CGBoat;
class CGTownInstance;
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class CMap;
struct TerrainTile;
struct TurnInfo;
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;
}
};
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster
{
// We serialize heroes into JSON for crossover
friend class CCampaignState;
friend class CMapLoaderH3M;
private:
std::set<SpellID> spells; //known spells (spell IDs)
public:
//////////////////////////////////////////////////////////////////////////
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
static const si32 UNINITIALIZED_PORTRAIT = -1;
static const si32 UNINITIALIZED_MANA = -1;
static const ui32 UNINITIALIZED_MOVEMENT = -1;
//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;
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int3 initialPos;
ui32 patrolRadius;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & patrolling;
h & initialPos;
h & patrolRadius;
}
} patrol;
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// deprecated - used only for loading of old saves
struct HeroSpecial : CBonusSystemNode
{
bool growsWithLevel;
HeroSpecial(){growsWithLevel = false;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & growsWithLevel;
}
};
struct DLL_LINKAGE SecondarySkillsInfo
{
//skills are determined, initialized at map start
//FIXME remove mutable
mutable CRandomGenerator rand;
ui8 magicSchoolCounter;
ui8 wisdomCounter;
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SecondarySkillsInfo();
void resetMagicSchoolCounter();
void resetWisdomCounter();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & magicSchoolCounter;
h & wisdomCounter;
h & rand;
}
} 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)
//////////////////////////////////////////////////////////////////////////
int 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
//////////////////////////////////////////////////////////////////////////
bool hasSpellbook() const;
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int maxSpellLevel() const;
void addSpellToSpellbook(SpellID spell);
void removeSpellFromSpellbook(SpellID spell);
bool spellbookContainsSpell(SpellID spell) const;
void removeSpellbook();
const std::set<SpellID> & getSpellsInSpellbook() const;
EAlignment::EAlignment getAlignment() const;
const std::string &getBiography() const;
bool needsLastStack()const override;
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
Terrain getNativeTerrain() const;
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
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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) 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
// ----- 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(CRandomGenerator & rand) 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(CRandomGenerator & rand) 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;
//cached version is much faster, TurnInfo construction is costly
int maxMovePointsCached(bool onLand, const TurnInfo * ti) const;
int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
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
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CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
void showNecromancyDialog(const CStackBasicDescriptor &raisedStack, CRandomGenerator & rand) const;
EDiggingStatus diggingStatus() const;
//////////////////////////////////////////////////////////////////////////
void setType(si32 ID, si32 subID) override;
void initHero(CRandomGenerator & rand);
void initHero(CRandomGenerator & rand, HeroTypeID SUBID);
void putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;
void putInBackpack(CArtifactInstance *art);
void initExp(CRandomGenerator & rand);
void initArmy(CRandomGenerator & rand, IArmyDescriptor *dst = nullptr);
//void giveArtifact (ui32 aid);
void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
ui8 maxlevelsToMagicSchool() const;
ui8 maxlevelsToWisdom() const;
void recreateSecondarySkillsBonuses();
void updateSkillBonus(SecondarySkill which, int val);
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bool hasVisions(const CGObjectInstance * target, const int subtype) const;
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/// If this hero perishes, the scenario is failed
bool isMissionCritical() const;
CGHeroInstance();
virtual ~CGHeroInstance();
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PlayerColor getOwner() const override;
///ArtBearer
ArtBearer::ArtBearer bearerType() const override;
///IBonusBearer
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CBonusSystemNode * whereShouldBeAttached(CGameState *gs) override;
std::string nodeName() const override;
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CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const;
CBonusSystemNode * whereShouldBeAttachedOnSiege(CGameState * gs);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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///spells::Caster
int32_t getCasterUnitId() const override;
int32_t getSpellSchoolLevel(const spells::Spell * spell, int32_t * outSelectedSchool = nullptr) const override;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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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;
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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;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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int64_t getEffectValue(const spells::Spell * spell) const override;
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PlayerColor getCasterOwner() const override;
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void getCasterName(MetaString & text) const override;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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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 deserializationFix();
void initObj(CRandomGenerator & 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;
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BattleField getBattlefield() const override;
protected:
void setPropertyDer(ui8 what, ui32 val) override;//synchr
///common part of hero instance and hero definition
void serializeCommonOptions(JsonSerializeFormat & handler);
void serializeJsonOptions(JsonSerializeFormat & handler) override;
private:
void levelUpAutomatically(CRandomGenerator & rand);
public:
std::string getHeroTypeName() const;
void setHeroTypeName(const std::string & identifier);
void serializeJsonDefinition(JsonSerializeFormat & handler);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & static_cast<CArtifactSet&>(*this);
h & exp;
h & level;
h & name;
h & biography;
h & portrait;
h & mana;
h & secSkills;
h & movement;
h & sex;
h & inTownGarrison;
h & spells;
h & patrol;
h & moveDir;
h & skillsInfo;
h & visitedTown;
h & boat;
h & type;
h & commander;
h & visitedObjects;
BONUS_TREE_DESERIALIZATION_FIX
}
};